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ShootahGame3D/level/sky.gdshader

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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);
}