@vs vs_sky in vec4 position; layout(binding=0) uniform sky_vs_params { mat4 mvp; }; out vec4 pos; void main() { gl_Position = mvp * (vec4(position.xyz * 1000.0, 1.0)); pos = position; } @end @fs fs_sky layout(binding=1) uniform sky_world_config { vec3 skyBase; vec3 skyTop; vec3 sunDisk; vec3 horizonHalo; vec3 sunHalo; vec3 sunLightColor; vec3 sunPosition; float sunIntensity; int hasClouds; int hasPlane; float planeHeight; int planeType; float time; }; in vec4 pos; out vec4 frag_color; const float cirrus = 0.5; const float cumulus = 20.0; // ----- SKY SHADER ------- float hash(float n) { return fract(sin(n) * 43758.5453123); } float noise(vec3 x) { vec3 f = fract(x); float n = dot(floor(x), vec3(1.0, 157.0, 113.0)); return mix(mix(mix(hash(n + 0.0), hash(n + 1.0), f.x), mix(hash(n + 157.0), hash(n + 158.0), f.x), f.y), mix(mix(hash(n + 113.0), hash(n + 114.0), f.x), mix(hash(n + 270.0), hash(n + 271.0), f.x), f.y), f.z); } const mat3 m = mat3(0.0, 1.60, 1.20, -1.6, 0.72, -0.96, -1.2, -0.96, 1.28); float fbm(vec3 p) { float f = 0.0; f += noise(p) / 2.0; p = m * p * 1.1; f += noise(p) / 4.0; p = m * p * 1.2; f += noise(p) / 6.0; p = m * p * 1.3; f += noise(p) / 12.0; p = m * p * 1.4; f += noise(p) / 24.0; return f; } vec3 filmic_aces(vec3 v) { v = v * mat3( 0.59719f, 0.35458f, 0.04823f, 0.07600f, 0.90834f, 0.01566f, 0.02840f, 0.13383f, 0.83777f ); return (v * (v + 0.0245786f) - 9.0537e-5f) / (v * (0.983729f * v + 0.4329510f) + 0.238081f) * mat3( 1.60475f, -0.53108f, -0.07367f, -0.10208f, 1.10813f, -0.00605f, -0.00327f, -0.07276f, 1.07602f ); } vec3 sky(vec3 skypos, vec3 sunpos) { vec3 sunCol = sunDisk.xyz; vec3 baseSky = skyBase.xyz; vec3 topSky = skyTop.xyz; float sDist = dot(normalize(skypos), normalize(sunpos)); vec3 npos = normalize(skypos); vec3 skyGradient = mix(baseSky, topSky, clamp(skypos.y * 2.0, 0.0, 0.7)); vec3 final = skyGradient; final += sunHalo.xyz * clamp((sDist - 0.95) * 10.0, 0.0, 0.8) * 0.2; // Sun disk if(sDist > 0.9999) { final = sunDisk.xyz; } // Horizon halo final += mix(horizonHalo.xyz, vec3(0.0,0.0,0.0), clamp(abs(npos.y) * 80.0, 0.0, 1.0)) * 0.1; final = vec3(final); // Cirrus Clouds if(hasClouds == 1) { float density = smoothstep(1.0 - cirrus, 1.0, fbm(npos.xyz / npos.y * 2.0 + time * 0.05)) * 0.3; final.rgb = mix(final.rgb, vec3(1.0, 1.0, 1.0), max(0.0, npos.y) * density * 2.0); } return final; } // --- END SKY ---- void main() { vec3 dir = normalize(pos.xyz); vec3 color = sky(dir, sunPosition); frag_color = vec4(color, 1.0); } @end @program sky vs_sky fs_sky