"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"
"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"
""},
};
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 );
}
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 );
}
_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 */