diff --git a/voxygen/shaders/include/sky.glsl b/voxygen/shaders/include/sky.glsl index 3bb9b64307..4c917ca47a 100644 --- a/voxygen/shaders/include/sky.glsl +++ b/voxygen/shaders/include/sky.glsl @@ -1,10 +1,41 @@ const float PI = 3.141592; +float mod289(float x){return x - floor(x * (1.0 / 289.0)) * 289.0;} +vec4 mod289(vec4 x){return x - floor(x * (1.0 / 289.0)) * 289.0;} +vec4 perm(vec4 x){return mod289(((x * 34.0) + 1.0) * x);} + +float noise(vec3 p){ + vec3 a = floor(p); + vec3 d = p - a; + d = d * d * (3.0 - 2.0 * d); + + vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0); + vec4 k1 = perm(b.xyxy); + vec4 k2 = perm(k1.xyxy + b.zzww); + + vec4 c = k2 + a.zzzz; + vec4 k3 = perm(c); + vec4 k4 = perm(c + 1.0); + + vec4 o1 = fract(k3 * (1.0 / 41.0)); + vec4 o2 = fract(k4 * (1.0 / 41.0)); + + vec4 o3 = o2 * d.z + o1 * (1.0 - d.z); + vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x); + + return o4.y * d.y + o4.x * (1.0 - d.y); +} + vec3 get_sky_color(vec3 dir, float time_of_day) { + bool objects = true; + const float TIME_FACTOR = (PI * 2.0) / (3600.0 * 24.0); - const vec3 SKY_TOP = vec3(0.05, 0.2, 0.9); - const vec3 SKY_BOTTOM = vec3(0.025, 0.1, 0.5); + vec2 pos2d = dir.xy / dir.z; + + const vec3 SKY_TOP = vec3(0.2, 0.3, 0.9); + const vec3 SKY_MIDDLE = vec3(0.1, 0.15, 0.7); + const vec3 SKY_BOTTOM = vec3(0.025, 0.15, 0.35); const vec3 SUN_HALO_COLOR = vec3(1.0, 0.7, 0.5) * 0.5; const vec3 SUN_SURF_COLOR = vec3(1.0, 0.9, 0.35) * 200.0; @@ -16,7 +47,21 @@ vec3 get_sky_color(vec3 dir, float time_of_day) { 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; + vec3 sky_top; + if (objects) { + vec3 p = vec3(pos2d + time_of_day * 0.0002, time_of_day * 0.0001); + sky_top = mix(SKY_TOP, vec3(1), pow(noise(p) * 0.8 + noise(p * 3.0) * 0.2, 2.5) * 3.0); + } else { + sky_top = SKY_TOP; + } + + vec3 sky_color = mix(mix(SKY_MIDDLE, sky_top, clamp(dir.z, 0, 1)), SKY_BOTTOM, clamp(-dir.z * 5.0, 0, 1)); + + if (objects) { + sky_color += sun_light; + } + + return sky_color; } float fog(vec2 f_pos, vec2 focus_pos) {