#version 330 core in vec3 f_pos; layout (std140) uniform u_locals { vec4 nul; }; layout (std140) uniform u_globals { mat4 view_mat; mat4 proj_mat; vec4 cam_pos; vec4 focus_pos; vec4 view_distance; vec4 time_of_day; vec4 tick; }; 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(0.0, 0.3, 1.0); const vec3 SKY_BOTTOM = vec3(0.0, 0.05, 0.2); const vec3 SUN_HALO_COLOR = vec3(1.0, 0.8, 0.5); const vec3 SUN_SURF_COLOR = vec3(1.0, 0.8, 0.5); 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 = min(pow(max(dot(dir, sun_dir), 0.0) + 0.01, 16.0), 1.0) * SUN_SURF_COLOR; vec3 sun_light = sun_halo + sun_surf; return mix(SKY_BOTTOM, SKY_TOP, (dir.z + 1.0) / 2.0) + sun_light * 0.5; } void main() { tgt_color = vec4(get_sky_color(normalize(f_pos), time_of_day.x), 1.0); }