X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Flight_clearskies.glsl;h=0af3be0774ff0899ff6de75e026a85180c49b815;hb=c0e4a67ba2f001179df6e2cde97370a946669c22;hp=5b97f97cfc332e1d63ece04d303702691237977c;hpb=0ca7f5ca2560908de1a03db112df67e52b476107;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/light_clearskies.glsl b/shaders/light_clearskies.glsl index 5b97f97..0af3be0 100644 --- a/shaders/light_clearskies.glsl +++ b/shaders/light_clearskies.glsl @@ -6,7 +6,7 @@ //const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 ); const float SUN_ANGLE = 0.0001; -const float PI = 3.14159265; +const float PI = 3.14159265358979323846264; //struct world_info //{ @@ -18,6 +18,37 @@ const float PI = 3.14159265; // 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); +} + +float stars( vec3 rd, float rr, float size ){ + vec3 co = rd * rr; + + 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); + + 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) ); @@ -52,8 +83,19 @@ vec3 clearskies_sky( vec3 ray_dir ) vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 ); sun_colour *= sun_shape; + + + 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)); + } + } - vec3 composite = sky_colour + sun_colour; + vec3 composite = sky_colour + sun_colour + star*star_blend; return composite; }