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Added light tinting based on time of day
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0c918c835f
commit
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@ -32,7 +32,7 @@ void main() {
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vec4(f_norm, 0.0)
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).xyz;
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float light = get_sun_diffuse(world_norm, time_of_day.x);
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vec3 light = get_sun_diffuse(world_norm, time_of_day.x);
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vec3 surf_color = model_col.rgb * f_col * 2.0 * light;
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float fog_level = fog(f_pos.xy, focus_pos.xy);
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@ -1,30 +1,16 @@
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const float PI = 3.141592;
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float mod289(float x){return x - floor(x * (1.0 / 289.0)) * 289.0;}
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vec4 mod289(vec4 x){return x - floor(x * (1.0 / 289.0)) * 289.0;}
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vec4 perm(vec4 x){return mod289(((x * 34.0) + 1.0) * x);}
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const vec3 SKY_DAY_TOP = vec3(0.2, 0.3, 0.9);
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const vec3 SKY_DAY_MID = vec3(0.15, 0.2, 0.8);
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const vec3 SKY_DAY_BOT = vec3(0.02, 0.1, 0.3);
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float noise(vec3 p){
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vec3 a = floor(p);
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vec3 d = p - a;
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d = d * d * (3.0 - 2.0 * d);
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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(0.9, 0.3, 0.2);
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const vec3 SKY_DUSK_BOT = vec3(0.01, 0.05, 0.15);
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vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0);
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vec4 k1 = perm(b.xyxy);
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vec4 k2 = perm(k1.xyxy + b.zzww);
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vec4 c = k2 + a.zzzz;
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vec4 k3 = perm(c);
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vec4 k4 = perm(c + 1.0);
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vec4 o1 = fract(k3 * (1.0 / 41.0));
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vec4 o2 = fract(k4 * (1.0 / 41.0));
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vec4 o3 = o2 * d.z + o1 * (1.0 - d.z);
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vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
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return o4.y * d.y + o4.x * (1.0 - d.y);
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}
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const vec3 SKY_NIGHT_TOP = vec3(0.002, 0.002, 0.005);
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const vec3 SKY_NIGHT_MID = vec3(0.002, 0.01, 0.03);
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const vec3 SKY_NIGHT_BOT = vec3(0.002, 0.002, 0.005);
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vec3 get_sun_dir(float time_of_day) {
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const float TIME_FACTOR = (PI * 2.0) / (3600.0 * 24.0);
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@ -41,14 +27,26 @@ float get_sun_brightness(vec3 sun_dir) {
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const float PERSISTENT_AMBIANCE = 0.015;
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float get_sun_diffuse(vec3 norm, float time_of_day) {
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vec3 get_sun_diffuse(vec3 norm, float time_of_day) {
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const float SUN_AMBIANCE = 0.2;
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vec3 sun_dir = get_sun_dir(time_of_day);
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float sun_light = get_sun_brightness(sun_dir);
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return (SUN_AMBIANCE + max(dot(-norm, sun_dir), 0.0)) * sun_light + PERSISTENT_AMBIANCE;
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vec3 sun_color = normalize(mix(
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mix(
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SKY_DUSK_MID,
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SKY_NIGHT_MID,
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clamp(sun_dir.z, 0, 1)
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),
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SKY_DAY_MID,
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clamp(-sun_dir.z, 0, 1)
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)) / 2.0 + 0.5;
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vec3 diffuse_light = (SUN_AMBIANCE + max(dot(-norm, sun_dir), 0.0)) * sun_light * sun_color + PERSISTENT_AMBIANCE;
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return diffuse_light;
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}
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vec3 rand_offs(vec3 pos) {
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@ -82,18 +80,6 @@ vec3 get_sky_color(vec3 dir, float time_of_day) {
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// Sky color
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const vec3 SKY_DAY_TOP = vec3(0.2, 0.3, 0.9);
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const vec3 SKY_DAY_MID = vec3(0.15, 0.2, 0.8);
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const vec3 SKY_DAY_BOT = vec3(0.02, 0.1, 0.3);
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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(0.9, 0.3, 0.2);
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const vec3 SKY_DUSK_BOT = vec3(0.01, 0.05, 0.15);
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const vec3 SKY_NIGHT_TOP = vec3(0.002, 0.002, 0.005);
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const vec3 SKY_NIGHT_MID = vec3(0.002, 0.01, 0.03);
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const vec3 SKY_NIGHT_BOT = vec3(0.002, 0.002, 0.005);
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vec3 sun_dir = get_sun_dir(time_of_day);
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vec3 sky_top = mix(
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@ -146,64 +132,6 @@ vec3 get_sky_color(vec3 dir, float time_of_day) {
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vec3 sun_light = (sun_halo + sun_surf) * clamp(dir.z * 10.0, 0, 1);
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return sky_color + sun_light;
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/*
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bool objects = true;
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vec2 pos2d = dir.xy / dir.z;
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const vec3 SKY_TOP = vec3(0.2, 0.3, 0.9);
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const vec3 SKY_MIDDLE = vec3(0.1, 0.15, 0.7);
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const vec3 SKY_BOTTOM = vec3(0.025, 0.15, 0.35);
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const vec3 SUN_HALO_COLOR = vec3(1.0, 0.4, 0.3) * 0.5;
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const vec3 SUN_SURF_COLOR = vec3(1.0, 0.9, 0.35) * 200.0;
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vec3 sun_dir = get_sun_dir(time_of_day);
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float sky_brightness = get_sun_brightness(sun_dir);
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vec3 sun_halo = pow(max(dot(dir, -sun_dir) + 0.1, 0.0), 8.0) * SUN_HALO_COLOR;
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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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vec3 sun_light = sun_halo + sun_surf;
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float brightess = (sky_brightness + PERSISTENT_AMBIANCE);
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vec3 sky_top = SKY_TOP * brightess;
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vec3 sky_middle = SKY_MIDDLE * brightess;
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if (objects) {
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// Clouds
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// vec3 p = vec3(pos2d + time_of_day * 0.0002, time_of_day * 0.00003);
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// sky_top = mix(sky_top, vec3(1) * brightess, pow(noise(p) * 0.8 + noise(p * 3.0) * 0.2, 2.5) * 3.0);
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}
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if (objects) {
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sky_top += sun_light;
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sky_middle += sun_light;
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}
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vec3 sky_color = mix(
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mix(
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sky_middle,
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sky_top,
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clamp(dir.z * 1.0, 0, 1)
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),
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SKY_BOTTOM * brightess,
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clamp(-dir.z * 3.0, 0, 1)
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);
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return sky_color;
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*/
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}
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float fog(vec2 f_pos, vec2 focus_pos) {
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@ -28,7 +28,7 @@ void main() {
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f_norm = vec3(0.0, 0.0, 1.0) * norm_dir;
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}
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float light = get_sun_diffuse(f_norm, time_of_day.x) * f_light;
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vec3 light = get_sun_diffuse(f_norm, time_of_day.x) * f_light;
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vec3 surf_color = f_col * light;
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float fog_level = fog(f_pos.xy, focus_pos.xy);
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