-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 ) * 1.125;
+//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 TIME_RATE = 0.025;
+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);
+}
-const float PI = 3.14159265;
+float stars( vec3 rd, float rr, float size ){
+ vec3 co = rd * rr;
-struct world_info
-{
- float time,
- time_of_day,
- day_phase,
- sunset_phase;
+ 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);
- vec3 sun_dir;
-};
+ 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, 0.7152, 0.0722) );
+ return dot( v, vec3(0.2126, 0.7052, 0.0722) );
}
-vec3 scene_ambient( vec3 dir, const world_info w )
+vec3 clearskies_ambient( vec3 dir )
{
- float sun_azimuth = dot( dir.xz, w.sun_dir.xz ) * 0.4 + 0.6;
+ 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 = DAYSKY_COLOUR * (w.day_phase-w.sunset_phase*0.1);
- ambient += SUNSET_COLOUR * (1.0-dir.y*0.5) * w.sunset_phase * sun_azimuth;
- ambient += NIGHTSKY_COLOUR * (1.0-w.day_phase);
+ 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);
+ ambient -= sky_gradient * luminance(ambient)*1.6;
return ambient;
}
-vec3 scene_sky( vec3 ray_dir, const world_info w )
+vec3 clearskies_sky( vec3 ray_dir )
{
ray_dir.y = abs( ray_dir.y );
- vec3 sky_colour = scene_ambient( ray_dir, w );
+ vec3 sky_colour = clearskies_ambient( ray_dir );
/* Sun */
- float sun_theta = dot( ray_dir, w.sun_dir );
+ 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(w.sun_dir.y,0.0) * 0.5;
+ sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;
- vec3 sun_colour = mix( vec3(1.0), SUNSET_COLOUR, w.sunset_phase*0.5 );
+ vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );
sun_colour *= sun_shape;
-
- vec3 composite = sky_colour + sun_colour;
- return composite;
-}
-
-vec3 scene_compute_ambient( vec3 normal, const world_info w )
-{
- return scene_ambient( (normal * vec3(1.0,-1.0,1.0)) * 0.5 + 0.5, w );
-}
-vec3 SR_LIGHT( vec3 normal, vec2 dir, vec3 colour )
-{
- vec3 dir3 = vec3
- (
- cos(dir.y) * cos(dir.x),
- sin(dir.x),
- sin(dir.y) * cos(dir.x)
- );
-
- float flight = max( dot( normal, dir3 ) * 0.75 + 0.25, 0.0 );
- return flight * colour;
-}
-
-vec3 scene_lighting_old( vec3 normal, const world_info w )
-{
- vec3 SR_COLOUR_SUN = vec3( 1.36, 1.35, 1.01 );
- vec3 SR_COLOUR_FILL = vec3( 0.33, 0.56, 0.64 );
- vec3 SR_COLOUR_RIM = vec3( 0.05, 0.05, 0.23 );
+ 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));
+ }
+ }
- return SR_LIGHT( normal, vec2( 0.63, -0.08 ), SR_COLOUR_SUN ) +
- SR_LIGHT( normal, vec2( -2.60, -0.13 ), SR_COLOUR_FILL ) +
- SR_LIGHT( normal, vec2( 2.60, -0.84 ), SR_COLOUR_RIM ) ;
+ vec3 composite = sky_colour + sun_colour + star*star_blend;
+ return composite;
}
-vec3 scene_lighting( vec3 normal, float shadow, vec3 halfview, const world_info w )
+vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )
{
float fresnel = 1.0 - abs(dot(normal,halfview));
- vec3 sky_reflection = 0.5 * fresnel * mix( DAYSKY_COLOUR, SUNSET_COLOUR, w.sunset_phase );
- vec3 light_sun = max(0.0,dot(normal,w.sun_dir)*0.75+0.25) * SUN_COLOUR
- * w.day_phase;
+ vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb,
+ g_sunset_phase );
- float scaled_shadow = max( shadow, 1.0 - max(w.sun_dir.y,0.0) );
+ 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;
- vec3 ambient = mix( AMBIENT_COLOUR, SUNSET_AMBIENT, w.sunset_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;
-
-
-
-
-
-
- float sun_theta = dot( normal, w.sun_dir );
-
- float softness_min = 0.5;
- float softness = softness_min + w.sunset_phase * (1.0-softness_min);
- float light_min = 0.0 * w.day_phase;
- float light_direct = light_min + smoothstep( -softness, softness, sun_theta ) * (1.0-light_min);
- light_direct *= clamp(w.sun_dir.y * 4.0 + 1.0,0.0,1.0) * shadow;
-
- float light_bounce = 0.5 + 0.5 * dot( -normal, w.sun_dir );
- light_bounce *= light_bounce * max( w.sun_dir.y, 0.0 );
-
- vec3 light_colour = SUN_COLOUR*w.day_phase + (SUNSET_COLOUR*w.sunset_phase + 0.1);
- vec3 dark_colour = mix( AMBIENT_COLOUR, SUNSET_AMBIENT, w.sunset_phase );
-
- float spec = newlight_specular( normal, w.sun_dir, halfview, 2.0 )
- * 0.2 * shadow * w.day_phase;
-
- return mix(dark_colour, light_colour, light_direct) +
- spec +
- dark_colour * light_bounce;
-}
-
-void scene_state( float world_time, out world_info w )
-{
- w.time = world_time;
- w.time_of_day = fract( w.time );
- w.day_phase = cos( w.time_of_day * PI * 2.0 ) * 0.5 + 0.5;
- w.sunset_phase = cos( w.time_of_day * PI * 4.0 + PI ) * 0.5 + 0.5;
- w.sunset_phase = pow( w.sunset_phase, 6.0 );
-
- float a = w.time_of_day * PI * 2.0;
- w.sun_dir = normalize( vec3( sin( a ), cos( a ), 0.2) );
}
-