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//
// Fragment shader for producing clouds (mostly cloudy)
//
// Author: Randi Rost
//
// Copyright (c) 2002-2004 3Dlabs Inc. Ltd.
//
// See 3Dlabs-License.txt for license information
//
varying float LightIntensity;
varying vec3 MCposition;
uniform sampler3D Noise;
uniform vec3 SkyColor; // (0.0, 0.0, 0.8)
uniform vec3 CloudColor; // (0.8, 0.8, 0.8)
void main (void)
{
vec4 noisevec = texture3D(Noise, MCposition);
float intensity = (noisevec[0] + noisevec[1] +
noisevec[2] + noisevec[3] + 0.03125) * 1.5;
vec3 color = mix(SkyColor, CloudColor, intensity) * LightIntensity;
gl_FragColor = vec4 (color, 1.0);
}
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