X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fsky.h;fp=shaders%2Fsky.h;h=920036a0110f0ecb9be9dd11b4e78e23a5a7a967;hb=afa80c76d03f5e983092e9d7be33a9102a7ab25e;hp=55a2046ba92e1b85711138730201cd5eaf93387b;hpb=7758c7efec3956c68294bc914e7524045a2b1bd7;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/sky.h b/shaders/sky.h index 55a2046..920036a 100644 --- a/shaders/sky.h +++ b/shaders/sky.h @@ -40,6 +40,8 @@ static struct vg_shader _shader_sky = { "out vec4 FragColor;\n" "\n" "uniform vec4 uColour;\n" +"uniform sampler2D uTexGarbage;\n" +"uniform float uTime;\n" "\n" "in vec4 aColour;\n" "in vec2 aUv;\n" @@ -55,7 +57,21 @@ static struct vg_shader _shader_sky = { " vec3 skycolour = vec3(0.4,0.5,0.8);\n" " vec3 diffuse = mix( skycolour, horizon, fblend );\n" "\n" -" FragColor = vec4(diffuse,1.0);\n" +" float fmove = uTime * 0.001;\n" +" vec2 cloudplane = (aCo.xz / (aCo.y*sign(aNorm.y))) * 0.03;\n" +" vec4 clouds1 = texture( uTexGarbage, cloudplane + vec2(0.1,0.4)*fmove*2.0 );\n" +" vec4 clouds2 = texture( uTexGarbage, cloudplane + vec2(0.3,0.1)*fmove );\n" +"\n" +" float cloud_d = max(clouds1.b*clouds2.r -0.2 - clouds2.g*0.4,0.0);\n" +" float cloud_e = pow(cloud_d,1.8)*pow(abs(aNorm.y),0.3)*2.0;\n" +"\n" +" vec3 colour_ocean = vec3( 0.61, 0.84, 0.9 );\n" +" float fhorizon = step( aNorm.y * 0.5 + 0.5, 0.5 );\n" +"\n" +" vec3 skycomp = mix(diffuse, vec3(1.0), cloud_e);\n" +" skycomp = mix(mix(pow(colour_ocean,vec3(6.0))*0.6,skycomp, 0.7),skycomp,fhorizon);\n" +"\n" +" FragColor = vec4(skycomp, 1.0);\n" "}\n" ""}, }; @@ -63,6 +79,8 @@ static struct vg_shader _shader_sky = { static GLuint _uniform_sky_uPv; static GLuint _uniform_sky_uMdl; static GLuint _uniform_sky_uColour; +static GLuint _uniform_sky_uTexGarbage; +static GLuint _uniform_sky_uTime; static void shader_sky_uPv(m4x4f m){ glUniformMatrix4fv( _uniform_sky_uPv, 1, GL_FALSE, (float *)m ); } @@ -72,6 +90,12 @@ static void shader_sky_uMdl(m4x3f m){ static void shader_sky_uColour(v4f v){ glUniform4fv( _uniform_sky_uColour, 1, v ); } +static void shader_sky_uTexGarbage(int i){ + glUniform1i( _uniform_sky_uTexGarbage, i ); +} +static void shader_sky_uTime(float f){ + glUniform1f( _uniform_sky_uTime, f ); +} static void shader_sky_register(void){ vg_shader_register( &_shader_sky ); } @@ -80,5 +104,7 @@ static void shader_sky_link(void){ _uniform_sky_uPv = glGetUniformLocation( _shader_sky.id, "uPv" ); _uniform_sky_uMdl = glGetUniformLocation( _shader_sky.id, "uMdl" ); _uniform_sky_uColour = glGetUniformLocation( _shader_sky.id, "uColour" ); + _uniform_sky_uTexGarbage = glGetUniformLocation( _shader_sky.id, "uTexGarbage" ); + _uniform_sky_uTime = glGetUniformLocation( _shader_sky.id, "uTime" ); } #endif /* SHADER_sky_H */