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Diffstat (limited to '')
-rw-r--r-- | cwd/assets/altcraft/shaders/frag/sky.fs | 37 |
1 files changed, 27 insertions, 10 deletions
diff --git a/cwd/assets/altcraft/shaders/frag/sky.fs b/cwd/assets/altcraft/shaders/frag/sky.fs index 53e0cf4..731246a 100644 --- a/cwd/assets/altcraft/shaders/frag/sky.fs +++ b/cwd/assets/altcraft/shaders/frag/sky.fs @@ -1,22 +1,37 @@ #version 330 core -in vec3 pos; +in vec3 facePos; -out vec4 fragColor; +layout (location = 0) out vec4 color; +layout (location = 1) out vec4 normal; +layout (location = 2) out vec4 light; + +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 float DayTime; uniform vec4 sunTexture; uniform float sunTextureLayer; uniform vec4 moonTexture; uniform float moonTextureLayer; -const vec4 DaySkyColor = vec4(0.49, 0.66, 1, 1); +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; @@ -29,7 +44,7 @@ vec3 TransformTextureCoord(vec4 TextureAtlasCoords, vec2 UvCoords, float Layer) } vec4 Sun() { - vec3 sunDelta = (pos - SunPos) * 3.0f; + 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)); @@ -37,7 +52,7 @@ vec4 Sun() { } vec4 Moon() { - vec3 moonDelta = (pos - MoonPos) * 4.5f; + 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)); @@ -45,8 +60,10 @@ vec4 Moon() { } void main() { - vec4 starColor = vec4(0.0f, 0.04f, 0.06f, 1.0f); - fragColor = mix(starColor, DaySkyColor, DayTime); - fragColor += Sun(); - fragColor += Moon(); + color = vec4(mix(NightSkyColor, DaySkyColor, dayTime).rgb, 1.0f); + color += vec4(Sun().rgb, 1.0f); + color += vec4(Moon().rgb, 1.0f); + normal = vec4(0.0f, 0.0f, 0.0f, 1.0f); + light = vec4(1.0f, 1.0f, 0.0f, 1.0f); + gl_FragDepth = 1.0f; } |