stuff
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / sky.h
index 55a2046ba92e1b85711138730201cd5eaf93387b..653173ec8d4d617d59b549527daa8a78ea64c9c3 100644 (file)
@@ -40,6 +40,8 @@ static struct vg_shader _shader_sky = {
 "out vec4 FragColor;\n"
 "\n"
 "uniform vec4 uColour;\n"
+"uniform sampler2D uTexGarbage;\n"
+"uniform float uTime;\n"
 "\n"
 "in vec4 aColour;\n"
 "in vec2 aUv;\n"
@@ -49,13 +51,26 @@ static struct vg_shader _shader_sky = {
 "void main()\n"
 "{\n"
 "   float fintensity = 1.0-(abs(aNorm.y)*0.7);\n"
-"   float angle = -dot(vec3(0.95,0.0,-0.3),aNorm)*0.5+0.5;\n"
-"   float fblend = pow(fintensity,6.0) * angle;\n"
-"   vec3 horizon = vec3(0.9,0.9,0.8);\n"
-"   vec3 skycolour = vec3(0.4,0.5,0.8);\n"
+"   float fblend = pow(fintensity,6.0);\n"
+"   vec3 horizon = vec3( 0.61, 0.71, 0.86 )*1.5;\n"
+"   vec3 skycolour = vec3( 0.31, 0.56, 0.91 );\n"
 "   vec3 diffuse = mix( skycolour, horizon, fblend );\n"
 "\n"
-"   FragColor = vec4(diffuse,1.0);\n"
+"   float fmove = uTime * 0.004;\n"
+"   vec2 cloudplane = (aCo.xz / (aCo.y*sign(aNorm.y))) * 0.03;\n"
+"   vec4 clouds1 = texture( uTexGarbage, cloudplane + vec2(0.1,0.4)*fmove*2.0 );\n"
+"   vec4 clouds2 = texture( uTexGarbage, cloudplane + vec2(0.3,0.1)*fmove );\n"
+"\n"
+"   float cloud_d = max(clouds1.b*clouds2.r -0.2 - clouds2.g*0.4,0.0);\n"
+"   float cloud_e = pow(cloud_d,1.5)*pow(abs(aNorm.y),0.3)*2.0;\n"
+"\n"
+"   vec3 colour_ocean = vec3( 0.61, 0.84, 0.9 );\n"
+"   float fhorizon = step( aNorm.y * 0.5 + 0.5, 0.5 );\n"
+"\n"
+"   vec3 skycomp = mix(diffuse, vec3(1.0,1.0,1.0), cloud_e);\n"
+"   skycomp = mix(mix(pow(colour_ocean,vec3(6.0))*0.6,skycomp, 0.7),skycomp,fhorizon);\n"
+"\n"
+"   FragColor = vec4(skycomp, 0.0);\n"
 "}\n"
 ""},
 };
@@ -63,6 +78,8 @@ static struct vg_shader _shader_sky = {
 static GLuint _uniform_sky_uPv;
 static GLuint _uniform_sky_uMdl;
 static GLuint _uniform_sky_uColour;
+static GLuint _uniform_sky_uTexGarbage;
+static GLuint _uniform_sky_uTime;
 static void shader_sky_uPv(m4x4f m){
    glUniformMatrix4fv( _uniform_sky_uPv, 1, GL_FALSE, (float *)m );
 }
@@ -72,6 +89,12 @@ static void shader_sky_uMdl(m4x3f m){
 static void shader_sky_uColour(v4f v){
    glUniform4fv( _uniform_sky_uColour, 1, v );
 }
+static void shader_sky_uTexGarbage(int i){
+   glUniform1i( _uniform_sky_uTexGarbage, i );
+}
+static void shader_sky_uTime(float f){
+   glUniform1f( _uniform_sky_uTime, f );
+}
 static void shader_sky_register(void){
    vg_shader_register( &_shader_sky );
 }
@@ -80,5 +103,7 @@ static void shader_sky_link(void){
    _uniform_sky_uPv = glGetUniformLocation( _shader_sky.id, "uPv" );
    _uniform_sky_uMdl = glGetUniformLocation( _shader_sky.id, "uMdl" );
    _uniform_sky_uColour = glGetUniformLocation( _shader_sky.id, "uColour" );
+   _uniform_sky_uTexGarbage = glGetUniformLocation( _shader_sky.id, "uTexGarbage" );
+   _uniform_sky_uTime = glGetUniformLocation( _shader_sky.id, "uTime" );
 }
 #endif /* SHADER_sky_H */