X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fsky.fs;h=9e08967b1a741cdfaa6fdd14e909667737423600;hb=afa80c76d03f5e983092e9d7be33a9102a7ab25e;hp=b8d4fc74d21fc21739873af87a6fcfd9736e2a70;hpb=7758c7efec3956c68294bc914e7524045a2b1bd7;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/sky.fs b/shaders/sky.fs index b8d4fc7..9e08967 100644 --- a/shaders/sky.fs +++ b/shaders/sky.fs @@ -1,6 +1,8 @@ out vec4 FragColor; uniform vec4 uColour; +uniform sampler2D uTexGarbage; +uniform float uTime; in vec4 aColour; in vec2 aUv; @@ -16,5 +18,19 @@ void main() vec3 skycolour = vec3(0.4,0.5,0.8); vec3 diffuse = mix( skycolour, horizon, fblend ); - FragColor = vec4(diffuse,1.0); + float fmove = uTime * 0.001; + vec2 cloudplane = (aCo.xz / (aCo.y*sign(aNorm.y))) * 0.03; + vec4 clouds1 = texture( uTexGarbage, cloudplane + vec2(0.1,0.4)*fmove*2.0 ); + vec4 clouds2 = texture( uTexGarbage, cloudplane + 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,1.8)*pow(abs(aNorm.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 ); + + vec3 skycomp = mix(diffuse, vec3(1.0), cloud_e); + skycomp = mix(mix(pow(colour_ocean,vec3(6.0))*0.6,skycomp, 0.7),skycomp,fhorizon); + + FragColor = vec4(skycomp, 1.0); }