> Also there's a bigger issue here. The number of varyings is limited (in
> fact
> it's the most constraining limit of all the limits present), and
> integrating
> this with other shaders will become problematic. Moving stuff in the
> vertex
> shader has the unwanted effect of requiring more varyings...

Unless it's significantly faster for you than for me, we need the speed to
come from somewhere. I believe we can  save varyings by computing things
as uniforms - hazeColor for instance actually is a uniform, I just don't
know how to compute it outside the shader and pass it. The whole relative
geometry between sun and eye is uniform.

Cheers,

* Thorsten


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