X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fsky.fs;h=036f2445001ed8ccfddf0a2c9aee0cf165dda6da;hb=f7db507815e2822d971031c30f25e02b45e9c914;hp=653f4b9c41546eb1c28c4415f1a98888e4438397;hpb=dfee9022b3513fddec36f7ea70867ee5961a44da;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/sky.fs b/shaders/sky.fs index 653f4b9..036f244 100644 --- a/shaders/sky.fs +++ b/shaders/sky.fs @@ -1,4 +1,4 @@ -out vec4 FragColor; +layout (location = 0) out vec4 oColour; uniform vec4 uColour; uniform sampler2D uTexGarbage; @@ -9,16 +9,20 @@ in vec2 aUv; in vec3 aNorm; in vec3 aCo; +#include "motion_vectors_fs.glsl" + void main() { + compute_motion_vectors(); + float fintensity = 1.0-(abs(aNorm.y)*0.7); - float fblend = pow(fintensity,6.0); - vec3 horizon = vec3( 0.61, 0.71, 0.86 )*1.5; - vec3 skycolour = vec3( 0.31, 0.56, 0.91 ); + 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 ); float fmove = uTime * 0.004; - vec2 cloudplane = (aCo.xz / (aCo.y*sign(aNorm.y))) * 0.03; + vec2 cloudplane = (aNorm.xz / (aNorm.y*sign(aNorm.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 ); @@ -29,7 +33,5 @@ void main() float fhorizon = step( aNorm.y * 0.5 + 0.5, 0.5 ); vec3 skycomp = mix(diffuse, vec3(1.0,1.0,1.0), cloud_e); - skycomp = mix(mix(pow(colour_ocean,vec3(6.0))*0.6,skycomp, 0.7),skycomp,fhorizon); - - FragColor = vec4(skycomp, 0.0); + oColour = vec4(pow(skycomp, vec3(1.5)),1.0); }