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baby lock the door and turn the lights down low
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
model_sky.fs
diff --git
a/shaders/model_sky.fs
b/shaders/model_sky.fs
index 1439cdd03dae04360176010304c3441962b6f602..5fc28e5f6299f3ad4145014a00a5b4e75a7ccf13 100644
(file)
--- a/
shaders/model_sky.fs
+++ b/
shaders/model_sky.fs
@@
-6,20
+6,19
@@
in vec3 aNorm;
in vec3 aCo;
in vec3 aWorldCo;
in vec3 aCo;
in vec3 aWorldCo;
+// Spooky!
+const vec3 uCamera = vec3(0.0);
+
#include "common_world.glsl"
#include "motion_vectors_fs.glsl"
#include "common_world.glsl"
#include "motion_vectors_fs.glsl"
-#include "light_clearskies.glsl"
void main()
{
compute_motion_vectors();
void main()
{
compute_motion_vectors();
- world_info world;
- scene_state( g_time, world );
-
vec3 rd = normalize(aNorm);
vec3 rd = normalize(aNorm);
- float fmove = g_time *
0.004
;
+ float fmove = g_time *
5.0
;
vec2 cloudplane = (rd.xz / (rd.y*sign(rd.y))) * 0.025;
vec4 clouds1 = texture( uTexGarbage, cloudplane + vec2(0.1,0.4)*fmove*2.0 );
vec4 clouds2 = texture( uTexGarbage, cloudplane*2.0 + vec2(0.3,0.1)*fmove );
vec2 cloudplane = (rd.xz / (rd.y*sign(rd.y))) * 0.025;
vec4 clouds1 = texture( uTexGarbage, cloudplane + vec2(0.1,0.4)*fmove*2.0 );
vec4 clouds2 = texture( uTexGarbage, cloudplane*2.0 + vec2(0.3,0.1)*fmove );
@@
-27,9
+26,10
@@
void main()
float cloud_d = max(clouds1.b*clouds2.r -0.2 - clouds2.g*0.4,0.0);
float cloud_e = pow(cloud_d,1.5)*pow(abs(rd.y),0.3)*2.0;
float cloud_d = max(clouds1.b*clouds2.r -0.2 - clouds2.g*0.4,0.0);
float cloud_e = pow(cloud_d,1.5)*pow(abs(rd.y),0.3)*2.0;
- oColour = vec4( scene_sky( -rd, world ) ,1.0);
+ oColour = vec4( clearskies_sky( -rd ) ,1.0);
+
+ vec3 cloud_colour = mix( mix(g_nightsky_colour.rgb,vec3(1.0),g_day_phase),
+ g_sunset_colour.rgb, g_sunset_phase );
- vec3 cloud_colour = mix( mix(NIGHTSKY_COLOUR,vec3(1.0),world.day_phase),
- SUNSET_COLOUR, world.sunset_phase );
oColour.rgb = mix( oColour.rgb, cloud_colour, cloud_e );
}
oColour.rgb = mix( oColour.rgb, cloud_colour, cloud_e );
}