FSH·ŽGï u_parameters   u_sunDirection   n  varying vec3 v_skyColor;
varying vec3 v_viewDir;
uniform vec4 u_parameters;
uniform vec4 u_sunDirection;
void main ()
{
  float tmpvar_1;
  tmpvar_1 = (u_parameters.x * u_parameters.x);
  float tmpvar_2;
  tmpvar_2 = (2.0 * (1.0 - dot (
    normalize(v_viewDir)
  , 
    normalize(u_sunDirection.xyz)
  )));
  float tmpvar_3;
  tmpvar_3 = (exp((
    (-(tmpvar_2) / u_parameters.y)
   / tmpvar_1)) + float((tmpvar_1 >= tmpvar_2)));
  vec4 tmpvar_4;
  tmpvar_4.w = 1.0;
  tmpvar_4.xyz = pow (abs((v_skyColor + 
    min ((tmpvar_3 * tmpvar_3), 1.0)
  )), vec3(0.4545454, 0.4545454, 0.4545454));
  gl_FragColor = tmpvar_4;
}

 