Hello, I am trying to learn shaders and created this written skybox shader for my test world, but I am getting a weird artifact at the seam of the texture. It might be because of the way I Wrap the texture, but I am not sure how to fix it.
shader_type sky;
uniform vec4 top_color : source_color;
uniform vec4 bottom_color : source_color;
uniform vec4 star_color : source_color;
uniform float star_size;
uniform sampler2D star_map;
uniform float star_densety;
uniform float sky_step;
uniform float sky_rim;
uniform float densety : hint_range(0.0, 1.0, 0.01);
uniform vec2 movement;
uniform vec4 cloud_color : source_color;
uniform sampler2D cloud_map;
uniform float cloud_height;
void sky() {
vec4 col;
float height_map = round((SKY_COORDS.y + sky_rim) * sky_step) / sky_step;
col = mix(top_color, bottom_color, height_map);
// Stars
float star = texture(star_map, SKY_COORDS * star_densety).r;
col = mix(col, star_color, step(star, star_size));
// Clouds
vec2 motion = movement * vec2(TIME) * 0.05;
float densety_map = texture(cloud_map, SKY_COORDS + motion).r;
float den = step(densety, densety_map);
col = mix(col, cloud_color, (1.0 - den) * step(height_map, cloud_height));
COLOR = col.rgb;
}