import flat_effect; import _sky; #pragma MSP stage(fragment) layout(location=0) out vec3 frag_color; void main() { float height = texcoord.x*texcoord.x*atmosphere_thickness; float z = texcoord.y; float r = sqrt(1.0-z*z); vec3 look_dir = vec3(r, 0.0, z); frag_color = exp(-raymarch_path(height, look_dir).optical_depth); }