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