stuff
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / sky.fs
1 out vec4 FragColor;
2
3 uniform vec4 uColour;
4 uniform sampler2D uTexGarbage;
5 uniform float uTime;
6
7 in vec4 aColour;
8 in vec2 aUv;
9 in vec3 aNorm;
10 in vec3 aCo;
11
12 void main()
13 {
14 float fintensity = 1.0-(abs(aNorm.y)*0.7);
15 float fblend = pow(fintensity,6.0);
16 vec3 horizon = vec3( 0.61, 0.71, 0.86 )*1.5;
17 vec3 skycolour = vec3( 0.31, 0.56, 0.91 );
18 vec3 diffuse = mix( skycolour, horizon, fblend );
19
20 float fmove = uTime * 0.004;
21 vec2 cloudplane = (aCo.xz / (aCo.y*sign(aNorm.y))) * 0.03;
22 vec4 clouds1 = texture( uTexGarbage, cloudplane + vec2(0.1,0.4)*fmove*2.0 );
23 vec4 clouds2 = texture( uTexGarbage, cloudplane + vec2(0.3,0.1)*fmove );
24
25 float cloud_d = max(clouds1.b*clouds2.r -0.2 - clouds2.g*0.4,0.0);
26 float cloud_e = pow(cloud_d,1.5)*pow(abs(aNorm.y),0.3)*2.0;
27
28 vec3 colour_ocean = vec3( 0.61, 0.84, 0.9 );
29 float fhorizon = step( aNorm.y * 0.5 + 0.5, 0.5 );
30
31 vec3 skycomp = mix(diffuse, vec3(1.0,1.0,1.0), cloud_e);
32 skycomp = mix(mix(pow(colour_ocean,vec3(6.0))*0.6,skycomp, 0.7),skycomp,fhorizon);
33
34 FragColor = vec4(skycomp, 0.0);
35 }