shader_type sky; uniform vec3 top_color : source_color = vec3(1.0); uniform vec3 bottom_color : source_color = vec3(1.0); uniform sampler2D gradient_curve; void sky() { // gradient COLOR = mix(top_color.rgb, bottom_color.rgb, texture(gradient_curve, vec2(SKY_COORDS.y, 0.0)).x); }