veloren/voxygen/shaders/skybox.frag

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#version 330 core
#include <globals.glsl>
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in vec3 f_pos;
layout (std140)
uniform u_locals {
vec4 nul;
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};
out vec4 tgt_color;
const float PI = 3.141592;
vec3 get_sky_color(vec3 dir, float time_of_day) {
const float TIME_FACTOR = (PI * 2.0) / (3600.0 * 24.0);
const vec3 SKY_TOP = vec3(0.1, 0.5, 1.0);
const vec3 SKY_BOTTOM = vec3(0.025, 0.08, 0.2);
const vec3 SUN_HALO_COLOR = vec3(1.0, 0.7, 0.5);
const vec3 SUN_SURF_COLOR = vec3(1.0, 0.9, 0.35) * 200.0;
float sun_angle_rad = time_of_day * TIME_FACTOR;
vec3 sun_dir = vec3(sin(sun_angle_rad), 0.0, cos(sun_angle_rad));
vec3 sun_halo = pow(max(dot(dir, sun_dir), 0.0), 8.0) * SUN_HALO_COLOR;
vec3 sun_surf = pow(max(dot(dir, sun_dir) - 0.0045, 0.0), 1000.0) * SUN_SURF_COLOR;
vec3 sun_light = sun_halo + sun_surf;
return mix(SKY_BOTTOM, SKY_TOP, (dir.z + 1.0) / 2.0) + sun_light;
}
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void main() {
tgt_color = vec4(get_sky_color(normalize(f_pos), time_of_day.x), 1.0);
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}