--- /dev/null
+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);
+}