diff --git a/voxygen/shaders/include/sky.glsl b/voxygen/shaders/include/sky.glsl index d03c301a2d..a6eca08282 100644 --- a/voxygen/shaders/include/sky.glsl +++ b/voxygen/shaders/include/sky.glsl @@ -36,7 +36,7 @@ vec3 get_sun_dir(float time_of_day) { } float get_sun_brightness(vec3 sun_dir) { - return pow(max(-sun_dir.z + 0.3, 0.0), 0.5); + return max(-sun_dir.z + 0.6, 0.0) * 0.8; } const float PERSISTENT_AMBIANCE = 0.015; @@ -51,7 +51,110 @@ float get_sun_diffuse(vec3 norm, float time_of_day) { return (SUN_AMBIANCE + max(dot(-norm, sun_dir), 0.0)) * sun_light + PERSISTENT_AMBIANCE; } +vec3 rand_offs(vec3 pos) { + return sin(pos * vec3(1473.7 * pos.z, 8891.1 * pos.x, 3813.3 * pos.y)); +} + vec3 get_sky_color(vec3 dir, float time_of_day) { + + // Stars + float star_scale = 60.0; + float dist = 1000.0; + for (int i = 0; i < 2; i ++) { + for (int j = 0; j < 2; j ++) { + for (int k = 0; k < 2; k ++) { + vec3 pos = (floor(dir * star_scale) + vec3(i, j, k) - vec3(0.5)) / star_scale; + pos += rand_offs(pos) * 0.2; + dist = min(dist, length(normalize(pos) - dir)); + } + } + } + float star; + if (dist < 0.0015) { + star = 1.0; + } else { + star = 0.0; + } + + // Sky color + + const vec3 SKY_DAY_TOP = vec3(0.2, 0.3, 0.9); + const vec3 SKY_DAY_MID = vec3(0.1, 0.15, 0.7); + const vec3 SKY_DAY_BOT = vec3(0.025, 0.15, 0.35); + + const vec3 SKY_DUSK_TOP = vec3(0.1, 0.15, 0.3); + const vec3 SKY_DUSK_MID = vec3(0.9, 0.3, 0.2); + const vec3 SKY_DUSK_BOT = vec3(0.01, 0.05, 0.15); + + const vec3 SKY_NIGHT_TOP = vec3(0.002, 0.002, 0.005); + const vec3 SKY_NIGHT_MID = vec3(0.002, 0.01, 0.03); + const vec3 SKY_NIGHT_BOT = vec3(0.002, 0.002, 0.005); + + vec3 sun_dir = get_sun_dir(time_of_day); + + vec3 sky_top = mix( + mix( + SKY_DUSK_TOP, + SKY_NIGHT_TOP, + clamp(sun_dir.z, 0, 1) + ) + star, + SKY_DAY_TOP, + clamp(-sun_dir.z, 0, 1) + ); + + vec3 sky_mid = mix( + mix( + SKY_DUSK_MID, + SKY_NIGHT_MID, + clamp(sun_dir.z, 0, 1) + ), + SKY_DAY_MID, + clamp(-sun_dir.z, 0, 1) + ); + + vec3 sky_bot = mix( + mix( + SKY_DUSK_BOT, + SKY_NIGHT_BOT, + clamp(sun_dir.z, 0, 1) + ), + SKY_DAY_MID, + clamp(-sun_dir.z, 0, 1) + ); + + vec3 sky_color = mix( + mix( + sky_mid, + sky_bot, + pow(clamp(-dir.z, 0, 1), 0.4) + ), + sky_top, + pow(clamp(dir.z, 0, 1), 1.0) + ); + + // 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; + + + + + + + + + + + + + /* bool objects = true; vec2 pos2d = dir.xy / dir.z; @@ -96,6 +199,7 @@ vec3 get_sky_color(vec3 dir, float time_of_day) { ); return sky_color; + */ } float fog(vec2 f_pos, vec2 focus_pos) { diff --git a/world/src/column/mod.rs b/world/src/column/mod.rs index d5dfb90831..be1232d271 100644 --- a/world/src/column/mod.rs +++ b/world/src/column/mod.rs @@ -121,7 +121,7 @@ impl<'a> Sampler for ColumnGen<'a> { let dirt = Lerp::lerp( Rgb::new(0.2, 0.1, 0.05), Rgb::new(0.4, 0.25, 0.0), - marble_small, + marble, ); let turf = grass; @@ -150,7 +150,7 @@ impl<'a> Sampler for ColumnGen<'a> { .abs() .div(near_0.distance(near_1)); - let on_path = dist_to_path < 5.0 || near_0.distance(wposf_turb.map(|e| e as f32)) < 150.0; + let on_path = dist_to_path < 5.0;// || near_0.distance(wposf_turb.map(|e| e as f32)) < 150.0; let (alt, ground) = if on_path { (alt - 1.0, dirt)