2019-01-11 20:14:37 +00:00
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#version 330 core
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2019-05-12 09:10:13 +00:00
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#include <globals.glsl>
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2019-01-11 20:14:37 +00:00
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in vec3 f_pos;
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layout (std140)
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uniform u_locals {
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2019-01-11 23:18:34 +00:00
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vec4 nul;
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2019-01-11 20:14:37 +00:00
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};
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out vec4 tgt_color;
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2019-01-12 15:57:19 +00:00
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const float PI = 3.141592;
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vec3 get_sky_color(vec3 dir, float time_of_day) {
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const float TIME_FACTOR = (PI * 2.0) / (3600.0 * 24.0);
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2019-05-18 16:35:53 +00:00
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const vec3 SKY_TOP = vec3(0.1, 0.5, 1.0);
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const vec3 SKY_BOTTOM = vec3(0.025, 0.08, 0.2);
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2019-01-12 15:57:19 +00:00
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2019-05-18 16:35:53 +00:00
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const vec3 SUN_HALO_COLOR = vec3(1.0, 0.7, 0.5);
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const vec3 SUN_SURF_COLOR = vec3(1.0, 0.9, 0.35) * 200.0;
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2019-01-12 15:57:19 +00:00
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float sun_angle_rad = time_of_day * TIME_FACTOR;
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vec3 sun_dir = vec3(sin(sun_angle_rad), 0.0, cos(sun_angle_rad));
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vec3 sun_halo = pow(max(dot(dir, sun_dir), 0.0), 8.0) * SUN_HALO_COLOR;
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2019-05-18 16:35:53 +00:00
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vec3 sun_surf = pow(max(dot(dir, sun_dir) - 0.0045, 0.0), 1000.0) * SUN_SURF_COLOR;
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2019-01-12 15:57:19 +00:00
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vec3 sun_light = sun_halo + sun_surf;
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2019-05-06 16:27:21 +00:00
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return mix(SKY_BOTTOM, SKY_TOP, (dir.z + 1.0) / 2.0) + sun_light;
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2019-01-12 15:57:19 +00:00
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}
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2019-01-11 20:14:37 +00:00
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void main() {
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2019-01-12 15:57:19 +00:00
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tgt_color = vec4(get_sky_color(normalize(f_pos), time_of_day.x), 1.0);
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2019-01-11 20:14:37 +00:00
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}
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