X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fmodel_sky.fs;h=d6f28187cf400eb1e0c31447326d08d6288d000d;hb=be5e25dee2c54c2a22ca3bbb5bbe0eb6149343be;hp=036f2445001ed8ccfddf0a2c9aee0cf165dda6da;hpb=aa4c26eae2208872824e0eb5b71bc05c16d43242;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/model_sky.fs b/shaders/model_sky.fs index 036f244..d6f2818 100644 --- a/shaders/model_sky.fs +++ b/shaders/model_sky.fs @@ -1,37 +1,36 @@ -layout (location = 0) out vec4 oColour; - -uniform vec4 uColour; uniform sampler2D uTexGarbage; -uniform float uTime; in vec4 aColour; in vec2 aUv; in vec3 aNorm; in vec3 aCo; +in vec3 aWorldCo; + +// Spooky! +const vec3 uCamera = vec3(0.0); +#include "light_clearskies_stddef.glsl" +#include "common_world.glsl" #include "motion_vectors_fs.glsl" void main() { compute_motion_vectors(); - float fintensity = 1.0-(abs(aNorm.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 diffuse = mix( skycolour, horizon, fblend ); + vec3 rd = normalize(aNorm); - float fmove = uTime * 0.004; - vec2 cloudplane = (aNorm.xz / (aNorm.y*sign(aNorm.y))) * 0.05; + float fmove = g_time * 5.0; + vec2 cloudplane = (rd.xz / (rd.y*sign(rd.y))) * 0.025; 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; + + oColour = vec4( clearskies_sky( -rd ) ,1.0); - vec3 colour_ocean = vec3( 0.61, 0.84, 0.9 ); - float fhorizon = step( aNorm.y * 0.5 + 0.5, 0.5 ); + vec3 cloud_colour = mix( mix(g_nightsky_colour.rgb,vec3(1.0),g_day_phase), + g_sunset_colour.rgb, g_sunset_phase ); - vec3 skycomp = mix(diffuse, vec3(1.0,1.0,1.0), cloud_e); - oColour = vec4(pow(skycomp, vec3(1.5)),1.0); + oColour.rgb = mix( oColour.rgb, cloud_colour, cloud_e ); }