veloren/voxygen/shaders/include/sky.glsl

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const float PI = 3.141592;
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const vec3 SKY_DAY_TOP = vec3(0.35, 0.45, 0.9);
const vec3 SKY_DAY_MID = vec3(0.25, 0.35, 0.8);
const vec3 SKY_DAY_BOT = vec3(0.02, 0.1, 0.3);
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const vec3 DAY_LIGHT = vec3(0.5, 0.5, 1.0);
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const vec3 SKY_DUSK_TOP = vec3(0.1, 0.15, 0.3);
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const vec3 SKY_DUSK_MID = vec3(0.8, 0.25, 0.2);
const vec3 SKY_DUSK_BOT = vec3(0.01, 0.05, 0.15);
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const vec3 DUSK_LIGHT = vec3(0.9, 0.4, 0.3);
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const vec3 SKY_NIGHT_TOP = vec3(0.001, 0.001, 0.0025);
const vec3 SKY_NIGHT_MID = vec3(0.001, 0.005, 0.02);
const vec3 SKY_NIGHT_BOT = vec3(0.002, 0.002, 0.005);
const vec3 NIGHT_LIGHT = vec3(0.002, 0.01, 0.03);
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vec3 get_sun_dir(float time_of_day) {
const float TIME_FACTOR = (PI * 2.0) / (3600.0 * 24.0);
float sun_angle_rad = time_of_day * TIME_FACTOR;
vec3 sun_dir = vec3(sin(sun_angle_rad), 0.0, cos(sun_angle_rad));
return sun_dir;
}
float get_sun_brightness(vec3 sun_dir) {
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return max(-sun_dir.z + 0.6, 0.0);
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}
const float PERSISTENT_AMBIANCE = 0.008;
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vec3 get_sun_diffuse(vec3 norm, float time_of_day) {
const float SUN_AMBIANCE = 0.075;
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vec3 sun_dir = get_sun_dir(time_of_day);
float sun_light = get_sun_brightness(sun_dir);
// clamp() changed to max() as sun_dir.z is produced from a cos() function and therefore never greater than 1
vec3 sun_color = normalize(mix(
mix(
DUSK_LIGHT,
NIGHT_LIGHT,
max(sun_dir.z, 0)
),
DAY_LIGHT,
max(-sun_dir.z, 0)
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));
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vec3 diffuse_light = (SUN_AMBIANCE + max(dot(-norm, sun_dir), 0.0) * sun_color) * sun_light + PERSISTENT_AMBIANCE;
return diffuse_light;
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}
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vec3 rand_offs(vec3 pos) {
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return sin(pos * vec3(1473.7 * pos.z + 472.3, 8891.1 * pos.x + 723.1, 3813.3 * pos.y + 982.5));
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}
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// This has been extracted into a function to allow quick exit when detecting a star.
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float is_star_at(vec3 dir) {
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float star_scale = 30.0;
for (int i = 0; i < 2; i ++) {
for (int j = 0; j < 2; j ++) {
for (int k = 0; k < 2; k ++) {
// Star positions
vec3 pos = (floor(dir * star_scale) + vec3(i, j, k) - vec3(0.5)) / star_scale;
// Noisy offsets
pos += (3.0 / star_scale) * rand_offs(pos);
// Find distance to fragment
float dist = length(normalize(pos) - dir);
// Star threshold
if (dist < 0.0015) {
return 1.0;
}
}
}
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}
return 0.0;
}
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vec3 get_sky_color(vec3 dir, float time_of_day) {
// Sky color
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vec3 sun_dir = get_sun_dir(time_of_day);
// Add white dots for stars. Note these flicker and jump due to FXAA
float star = is_star_at(dir);
// Replaced all clamp(sun_dir, 0, 1) with max(sun_dir, 0) because sun_dir is calculated from sin and cos, which are never > 1
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vec3 sky_top = mix(
mix(
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SKY_DUSK_TOP + star,
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SKY_NIGHT_TOP + star,
max(sun_dir.z, 0)
),
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SKY_DAY_TOP,
max(-sun_dir.z, 0)
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);
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vec3 sky_mid = mix(
mix(
SKY_DUSK_MID,
SKY_NIGHT_MID,
max(sun_dir.z, 0)
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),
SKY_DAY_MID,
max(-sun_dir.z, 0)
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);
vec3 sky_bot = mix(
mix(
SKY_DUSK_BOT,
SKY_NIGHT_BOT,
max(sun_dir.z, 0)
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),
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SKY_DAY_BOT,
max(-sun_dir.z, 0)
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);
vec3 sky_color = mix(
mix(
sky_mid,
sky_bot,
pow(max(-dir.z, 0), 0.4)
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),
sky_top,
max(dir.z, 0)
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);
// Sun
const vec3 SUN_HALO_COLOR = vec3(1.0, 0.35, 0.1) * 0.3;
const vec3 SUN_SURF_COLOR = vec3(1.0, 0.9, 0.35) * 200.0;
vec3 sun_halo = pow(max(dot(dir, -sun_dir) + 0.1, 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) * clamp(dir.z * 10.0, 0, 1);
return sky_color + sun_light;
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}
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float fog(vec2 f_pos, vec2 focus_pos) {
float dist = distance(f_pos, focus_pos) / view_distance.x;
const float min_fog = 0.5;
const float max_fog = 1.0;
const float diff_fog = 0.5; // max - min
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return pow(clamp((dist - min_fog) / (diff_fog), 0.0, 1.0), 1.7);
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}