X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Flight_clearskies.glsl;h=5cc438315f06da6887d1ec52f4bb17743d783470;hb=be5e25dee2c54c2a22ca3bbb5bbe0eb6149343be;hp=b16cb9ea64dbc006e8b2aa43509c949078fbe354;hpb=e61356f70eddb79f05d7b9e329e91963ec74f817;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/light_clearskies.glsl b/shaders/light_clearskies.glsl index b16cb9e..5cc4383 100644 --- a/shaders/light_clearskies.glsl +++ b/shaders/light_clearskies.glsl @@ -1,144 +1,119 @@ -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) ); } -