shader_type sky; // Procedural dusty void: dim rocky-belt haze with a warm horizon glow, sparser // stars than arena_01 for a grittier, more enclosed feel. void sky() { vec3 dir = EYEDIR; vec3 col = vec3(0.015, 0.012, 0.01); col += vec3(0.09, 0.05, 0.02) * pow(1.0 - abs(dir.y), 4.0); vec3 cell = floor(dir * 220.0); float h = fract(sin(dot(cell, vec3(12.9898, 78.233, 45.164))) * 43758.5453); if (h > 0.9985) { vec3 in_cell = fract(dir * 220.0) - 0.5; float star = smoothstep(0.35, 0.0, length(in_cell)); col += vec3(star * (0.4 + fract(h * 999.0)) * 0.8); } COLOR = col; }