X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fmodel_sky.fs;h=e89379944e0c4135285ce8e2c2e1345516e0560f;hb=409edea2cf6271956137918e4e0b4f1c2addf620;hp=036f2445001ed8ccfddf0a2c9aee0cf165dda6da;hpb=aa4c26eae2208872824e0eb5b71bc05c16d43242;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/model_sky.fs b/shaders/model_sky.fs index 036f244..e893799 100644 --- a/shaders/model_sky.fs +++ b/shaders/model_sky.fs @@ -1,6 +1,3 @@ -layout (location = 0) out vec4 oColour; - -uniform vec4 uColour; uniform sampler2D uTexGarbage; uniform float uTime; @@ -8,30 +5,42 @@ in vec4 aColour; in vec2 aUv; in vec3 aNorm; in vec3 aCo; +in vec3 aWorldCo; +#include "common_world.glsl" #include "motion_vectors_fs.glsl" void main() { compute_motion_vectors(); - float fintensity = 1.0-(abs(aNorm.y)*0.7); + vec3 rd = normalize(aNorm); + + float fintensity = 1.0-(abs(rd.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 horizon = vec3( 0.87, 0.93, 0.98 ); + vec3 skycolour = vec3( 0.16, 0.58, 0.95 ) - rd.y*rd.y*0.5; vec3 diffuse = mix( skycolour, horizon, fblend ); float fmove = uTime * 0.004; - vec2 cloudplane = (aNorm.xz / (aNorm.y*sign(aNorm.y))) * 0.05; + vec2 cloudplane = (rd.xz / (rd.y*sign(rd.y))) * 0.05; 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; vec3 colour_ocean = vec3( 0.61, 0.84, 0.9 ); - float fhorizon = step( aNorm.y * 0.5 + 0.5, 0.5 ); + float fhorizon = step( rd.y * 0.5 + 0.5, 0.5 ); vec3 skycomp = mix(diffuse, vec3(1.0,1.0,1.0), cloud_e); - oColour = vec4(pow(skycomp, vec3(1.5)),1.0); + + + float sundot = clamp(dot(rd, -g_light_directions[0].xyz), 0.0, 1.0); + vec3 sun = 0.25 * vec3(1.0,0.7,0.4) * pow( sundot,5.0 ); + sun += 0.25 * vec3(1.0,0.8,0.6) * pow( sundot,64.0 ); + sun += 0.2 * vec3(1.0,0.8,0.6) * pow( sundot,512.0 ); + skycomp += sun * g_light_colours[0].rgb; + + oColour = vec4(skycomp,1.0); }