~plainCterraindatashaders
42 itemsDownload ./*

..
frag_shader_clouds.glsl
frag_shader_cube.glsl
frag_shader_depth.glsl
frag_shader_fire.glsl
frag_shader_fireball.glsl
frag_shader_lava.glsl
frag_shader_line.glsl
frag_shader_main.glsl
frag_shader_moon.glsl
frag_shader_post.glsl
frag_shader_sky.glsl
frag_shader_stencil.glsl
frag_shader_sun.glsl
frag_shader_t3d.glsl
frag_shader_terrain.glsl
frag_shader_text.glsl
frag_shader_ui.glsl
frag_shader_vortex.glsl
frag_shader_water2.glsl
frag_shader_water_depth.glsl
frag_shader_water_height.glsl
vert_shader_clouds.glsl
vert_shader_cube.glsl
vert_shader_depth.glsl
vert_shader_fire.glsl
vert_shader_fireball.glsl
vert_shader_lava.glsl
vert_shader_line.glsl
vert_shader_main.glsl
vert_shader_moon.glsl
vert_shader_post.glsl
vert_shader_sky.glsl
vert_shader_stencil.glsl
vert_shader_sun.glsl
vert_shader_t3d.glsl
vert_shader_terrain.glsl
vert_shader_text.glsl
vert_shader_ui.glsl
vert_shader_vortex.glsl
vert_shader_water2.glsl
vert_shader_water_depth.glsl
vert_shader_water_height.glsl


shadersfrag_shader_moon.glsl
638 B• 9•  1 month ago•  DownloadRawClose
1 month ago•  9

{}
#version 330 core
out vec4 FragColor;

//in vec3 ourColor;
//in vec2 TexCoord;
in float ypos;

//uniform sampler2D texture1;

void main()
{
	//colorSample = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.2);
   vec3 color1 = vec3(0.41,0.69,0.84);
   vec3 color2 = vec3(0.94,0.84,0.69);
   //vec3 color1 = vec3(1,0,0); // //bottom
   //vec3 color2 = vec3(0,1,0); // top
   
   float methodA=ypos;
   float methodB=(ypos*0.5f)+0.5f;
   float methodC=1.0f-abs(ypos);
   float methodD=(methodA*2);
   float methodE=(methodA*2)-1;
   
	vec3 ourColor = vec3(mix(color1,color2,methodB));
   FragColor = vec4(ourColor, 1.0f);
};

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