Water reflection - Skydome

Hey!

How do I reflect the day/night cycle on the water surface when using sphere, hemisphere and a plane for the whole sky? see pic: http://oi58.tinypic.com/2vvm2p5.jpg

I can only find tutorials when using a cubemap/skybox and not a skydome.

I’m using OpenGL 3.3 and GLSL 3.30.

Thanks in advance!

It depends how your sky dome is constructed and uv mapped. Could you explain that first?

The Atmosphere skydome doesn’t use any texcoords, the atmospheric scattering is calculated in the vertex shader and just output vertex color to the fragment shader.

The cloud/space hemisphere(half skydome) constructs UV’coords in the vertex shader by using the normal vector. vertexUV = normal.xz / (normal.y + 0.25);

I’m using a regular sphere/hemisphere that can be seen here: