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@@ -4,8 +4,8 @@ precision highp float;
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varying vec2 vUV;
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varying vec2 vUV;
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-uniform vec3 skyColor;
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-uniform vec3 cloudColor;
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+uniform vec4 skyColor;
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+uniform vec4 cloudColor;
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float rand(vec2 n) {
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float rand(vec2 n) {
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return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
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return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
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@@ -30,7 +30,7 @@ float fbm(vec2 n) {
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void main() {
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void main() {
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vec2 p = vUV * 12.0;
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vec2 p = vUV * 12.0;
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- vec3 c = mix(skyColor, cloudColor, fbm(p));
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- gl_FragColor = vec4(c, 1);
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+ vec4 c = mix(skyColor, cloudColor, fbm(p));
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+ gl_FragColor = c;
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-}
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+}
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