4 #pragma MSP stage(fragment)
5 layout(location=0) out vec3 frag_color;
8 float height = texcoord.x*texcoord.x*atmosphere_thickness;
10 float r = sqrt(1.0-z*z);
11 vec3 look_dir = vec3(r, 0.0, z);
12 frag_color = exp(-raymarch_path(height, look_dir).optical_depth);