shader_type sky; uniform sampler2D noise : source_color; uniform vec3 ccloud : source_color; uniform vec3 csky : source_color; void sky() { vec2 uv = SCREEN_UV * 0.2; uv += TIME * vec2(0.002,0.004); float f = texture(noise, uv).x; f = 1. - f; f = pow(f, 3.); f = floor(f*5.)/5.; COLOR = mix(csky, ccloud, f); }