9e08967b1a741cdfaa6fdd14e909667737423600
[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 angle = -dot(vec3(0.95,0.0,-0.3),aNorm)*0.5+0.5;
16 float fblend = pow(fintensity,6.0) * angle;
17 vec3 horizon = vec3(0.9,0.9,0.8);
18 vec3 skycolour = vec3(0.4,0.5,0.8);
19 vec3 diffuse = mix( skycolour, horizon, fblend );
20
21 float fmove = uTime * 0.001;
22 vec2 cloudplane = (aCo.xz / (aCo.y*sign(aNorm.y))) * 0.03;
23 vec4 clouds1 = texture( uTexGarbage, cloudplane + vec2(0.1,0.4)*fmove*2.0 );
24 vec4 clouds2 = texture( uTexGarbage, cloudplane + vec2(0.3,0.1)*fmove );
25
26 float cloud_d = max(clouds1.b*clouds2.r -0.2 - clouds2.g*0.4,0.0);
27 float cloud_e = pow(cloud_d,1.8)*pow(abs(aNorm.y),0.3)*2.0;
28
29 vec3 colour_ocean = vec3( 0.61, 0.84, 0.9 );
30 float fhorizon = step( aNorm.y * 0.5 + 0.5, 0.5 );
31
32 vec3 skycomp = mix(diffuse, vec3(1.0), cloud_e);
33 skycomp = mix(mix(pow(colour_ocean,vec3(6.0))*0.6,skycomp, 0.7),skycomp,fhorizon);
34
35 FragColor = vec4(skycomp, 1.0);
36 }