varying vec3 local_pos;
+uniform float alpha;
+
#define PI 3.141592653589793
#define TWO_PI (2.0 * PI)
vec3 skycol = mix(col_hor, col_zen, alt);
gl_FragColor.rgb = mix(skycol, vec3(0.0, 0.0, 0.0), cval);
- gl_FragColor.a = 1.0;
+ gl_FragColor.a = alpha;
}
const float cloud_dens = 0.25;