diff options
Diffstat (limited to 'cwd/assets/altcraft/shaders/frag/fwd_sky.fs')
-rw-r--r-- | cwd/assets/altcraft/shaders/frag/fwd_sky.fs | 66 |
1 files changed, 66 insertions, 0 deletions
diff --git a/cwd/assets/altcraft/shaders/frag/fwd_sky.fs b/cwd/assets/altcraft/shaders/frag/fwd_sky.fs new file mode 100644 index 0000000..9f278b2 --- /dev/null +++ b/cwd/assets/altcraft/shaders/frag/fwd_sky.fs @@ -0,0 +1,66 @@ +#version 330 core + +in vec3 facePos; + +out vec4 fragColor; + +layout (std140) uniform Globals { + mat4 projView; + mat4 proj; + mat4 invProj; + mat4 view; + uvec2 viewportSize; + vec4 ssaoKernels[64]; + float globalTime; + float dayTime; + float gamma; +}; + +uniform sampler2DArray textureAtlas; +uniform vec4 sunTexture; +uniform float sunTextureLayer; +uniform vec4 moonTexture; +uniform float moonTextureLayer; + +const vec4 DaySkyColor = vec4(0.21, 0.4, 1, 1); + +const vec3 SunPos = vec3(0, 0.1, 0.5); + +const vec3 MoonPos = vec3(0, 0.1, -0.5); + +const vec4 NightSkyColor = vec4(0.0, 0.0008, 0.002, 1.0); + +vec3 TransformTextureCoord(vec4 TextureAtlasCoords, vec2 UvCoords, float Layer) { + float x = TextureAtlasCoords.x; + float y = TextureAtlasCoords.y; + float w = TextureAtlasCoords.z; + float h = TextureAtlasCoords.w; + vec2 A = vec2(x, 1 - y - h); + vec2 B = vec2(x + w, 1 - y); + vec2 transformed = A + UvCoords * (B - A); + return vec3(transformed.x, transformed.y, Layer); +} + +vec4 Sun() { + vec3 sunDelta = (facePos - SunPos) * 3.0f; + float distanceToSun = length(sunDelta); + vec4 sunColor = texture(textureAtlas, TransformTextureCoord(sunTexture, (vec2(sunDelta.xy) + 0.5f), sunTextureLayer)); + vec4 sun = mix(vec4(0, 0, 0, 1), sunColor, clamp(1 - distanceToSun * 2.0f, 0, 1)); + return sun; +} + +vec4 Moon() { + vec3 moonDelta = (facePos - MoonPos) * 4.5f; + float distanceToMoon = length(moonDelta); + vec4 moonColor = texture(textureAtlas, TransformTextureCoord(moonTexture, (vec2(moonDelta.xy) + 0.5f), moonTextureLayer)); + vec4 moon = mix(vec4(0, 0, 0, 1),moonColor, clamp(1 - distanceToMoon * 2.0f, 0, 1)); + return moon; +} + +void main() { + fragColor = vec4(mix(NightSkyColor, DaySkyColor, dayTime).rgb, 1.0f); + fragColor += vec4(Sun().rgb, 1.0f); + fragColor += vec4(Moon().rgb, 1.0f); + + fragColor.rgb = pow(fragColor.rgb, vec3(1.0f / gamma)); +} |