X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fsky.fs;h=ad050dba1142bb88383beb60cdad62e5795829a3;hb=60b0d8af679396c857f8c5f9a7a518b092a2f416;hp=b8d4fc74d21fc21739873af87a6fcfd9736e2a70;hpb=7758c7efec3956c68294bc914e7524045a2b1bd7;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/sky.fs b/shaders/sky.fs index b8d4fc7..ad050db 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; @@ -10,11 +12,22 @@ in vec3 aCo; void main() { float fintensity = 1.0-(abs(aNorm.y)*0.7); - float angle = -dot(vec3(0.95,0.0,-0.3),aNorm)*0.5+0.5; - float fblend = pow(fintensity,6.0) * angle; - vec3 horizon = vec3(0.9,0.9,0.8); - vec3 skycolour = vec3(0.4,0.5,0.8); + 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 ); - FragColor = vec4(diffuse,1.0); + float fmove = uTime * 0.004; + 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 ); + + 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; + + 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(1.0,1.0,1.0), cloud_e); + FragColor = vec4(pow(skycomp, vec3(1.5)),1.0); }