//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 ); //const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 ); //const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 ); //const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 ); //const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 ); //const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 ); const float SUN_ANGLE = 0.0001; const float PI = 3.14159265358979323846264; //struct world_info //{ // float time, // time_of_day, // day_phase, // sunset_phase; // // vec3 sun_dir; //}; vec3 rand33(vec3 p3) { p3 = fract(p3 * vec3(.1031, .1030, .0973)); p3 += dot(p3, p3.yxz+33.33); return fract((p3.xxy + p3.yxx)*p3.zyx); } float stars( vec3 rd, float rr, float size ){ vec3 co = rd * rr; float a = atan(co.y, length(co.xz)) + 4.0 * PI; float spaces = 1.0 / rr; size = (rr * 0.0015) * fwidth(a) * 1000.0 * size; a -= mod(a, spaces) - spaces * 0.5; float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0); float plane = atan(co.z, co.x) + 4.0 * PI; plane = plane - mod(plane, PI / count); vec2 delta = rand33(vec3(plane, a, 0.0)).xy; float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr; float ydist = sqrt(rr * rr - level * level); float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count); vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist); float star = smoothstep(size, 0.0, distance(center, co)); return star; } float luminance( vec3 v ) { return dot( v, vec3(0.2126, 0.7052, 0.0722) ); } vec3 clearskies_ambient( vec3 dir ) { float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6); float sky_gradient = dir.y; /* Blend phase colours */ vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1); ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth; ambient += g_nightsky_colour.rgb * (1.0-g_day_phase); /* Add gradient */ ambient -= sky_gradient * luminance(ambient)*1.6; return ambient; } vec3 clearskies_sky( vec3 ray_dir ) { ray_dir.y = abs( ray_dir.y ); vec3 sky_colour = clearskies_ambient( ray_dir ); /* Sun */ float sun_theta = dot( ray_dir, g_sun_dir.xyz ); float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE ); float sun_shape = pow( sun_size, 2000.0 ); sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5; vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 ); sun_colour *= sun_shape; float star = 0.0; float star_blend = 10.0*max(0.0,(1.0-g_day_phase*2.0)); if( star_blend > 0.001 ){ for( float j = 1.0; j <= 4.1; j += 1.0 ){ float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j)); star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j)); } } vec3 composite = sky_colour + sun_colour + star*star_blend; return composite; } vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview ) { float fresnel = 1.0 - abs(dot(normal,halfview)); vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, g_sunset_phase ); vec3 sky_reflection = 0.5 * fresnel * reflect_colour; vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, dot(normal,g_sun_dir.xyz)*0.75+0.25 ) * g_sun_colour.rgb * g_day_phase; float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) ); vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, g_sunset_phase ); return ambient + (light_sun + sky_reflection) * shadow; }