-layout (location = 0) out vec4 oColour;
-
-uniform vec4 uColour;
uniform sampler2D uTexGarbage;
uniform float uTime;
in vec2 aUv;
in vec3 aNorm;
in vec3 aCo;
+in vec3 aWorldCo;
+#include "common_world.glsl"
#include "motion_vectors_fs.glsl"
void main()
{
compute_motion_vectors();
- float fintensity = 1.0-(abs(aNorm.y)*0.7);
+ vec3 rd = normalize(aNorm);
+
+ float fintensity = 1.0-(abs(rd.y)*0.7);
float fblend = pow(fintensity,4.0);
- vec3 horizon = vec3( 0.8, 0.9, 0.9 );
- vec3 skycolour = vec3( 0.5, 0.6, 0.9 );
+ vec3 horizon = vec3( 0.87, 0.93, 0.98 );
+ vec3 skycolour = vec3( 0.16, 0.58, 0.95 ) - rd.y*rd.y*0.5;
vec3 diffuse = mix( skycolour, horizon, fblend );
float fmove = uTime * 0.004;
- vec2 cloudplane = (aNorm.xz / (aNorm.y*sign(aNorm.y))) * 0.05;
+ vec2 cloudplane = (rd.xz / (rd.y*sign(rd.y))) * 0.05;
vec4 clouds1 = texture( uTexGarbage, cloudplane + vec2(0.1,0.4)*fmove*2.0 );
- vec4 clouds2 = texture( uTexGarbage, cloudplane + vec2(0.3,0.1)*fmove );
+ vec4 clouds2 = texture( uTexGarbage, cloudplane*2.0 + vec2(0.3,0.1)*fmove );
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(aNorm.y),0.3)*2.0;
+ float cloud_e = pow(cloud_d,1.5)*pow(abs(rd.y),0.3)*2.0;
vec3 colour_ocean = vec3( 0.61, 0.84, 0.9 );
- float fhorizon = step( aNorm.y * 0.5 + 0.5, 0.5 );
+ float fhorizon = step( rd.y * 0.5 + 0.5, 0.5 );
vec3 skycomp = mix(diffuse, vec3(1.0,1.0,1.0), cloud_e);
- oColour = vec4(pow(skycomp, vec3(1.5)),1.0);
+
+
+ float sundot = clamp(dot(rd, -g_light_directions[0].xyz), 0.0, 1.0);
+ vec3 sun = 0.25 * vec3(1.0,0.7,0.4) * pow( sundot,5.0 );
+ sun += 0.25 * vec3(1.0,0.8,0.6) * pow( sundot,64.0 );
+ sun += 0.2 * vec3(1.0,0.8,0.6) * pow( sundot,512.0 );
+ skycomp += sun * g_light_colours[0].rgb;
+
+ oColour = vec4(skycomp,1.0);
}