#include const float PI = 3.141592; const vec3 SKY_DAY_TOP = vec3(0.1, 0.2, 0.9); const vec3 SKY_DAY_MID = vec3(0.02, 0.08, 0.8); const vec3 SKY_DAY_BOT = vec3(0.02, 0.01, 0.3); const vec3 DAY_LIGHT = vec3(1.2, 1.0, 1.0); const vec3 SUN_HALO_DAY = vec3(0.35, 0.35, 0.0); const vec3 SKY_DUSK_TOP = vec3(0.06, 0.1, 0.20); const vec3 SKY_DUSK_MID = vec3(0.35, 0.1, 0.15); const vec3 SKY_DUSK_BOT = vec3(0.0, 0.1, 0.13); const vec3 DUSK_LIGHT = vec3(3.0, 1.0, 0.3); const vec3 SUN_HALO_DUSK = vec3(0.6, 0.1, 0.0); 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); 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; } const float PERSISTENT_AMBIANCE = 0.1; float get_sun_brightness(vec3 sun_dir) { return max(-sun_dir.z + 0.6, 0.0) * 0.8; } void get_sun_diffuse(vec3 norm, float time_of_day, out vec3 light, out vec3 diffuse_light, out vec3 ambient_light) { const float SUN_AMBIANCE = 0.1; 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 = mix( mix( DUSK_LIGHT, NIGHT_LIGHT, max(sun_dir.z, 0) ), DAY_LIGHT, max(-sun_dir.z, 0) ); vec3 sun_chroma = sun_color * sun_light; light = sun_chroma + PERSISTENT_AMBIANCE; diffuse_light = sun_chroma * (dot(-norm, sun_dir) * 0.5 + 0.5) + PERSISTENT_AMBIANCE; ambient_light = vec3(SUN_AMBIANCE * sun_light); } // This has been extracted into a function to allow quick exit when detecting a star. float is_star_at(vec3 dir) { 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_perm_3(pos); // Find distance to fragment float dist = length(normalize(pos) - dir); // Star threshold if (dist < 0.0015) { return 1.0; } } } } return 0.0; } vec3 get_sky_color(vec3 dir, float time_of_day, bool with_stars) { // Sky color vec3 sun_dir = get_sun_dir(time_of_day); // Add white dots for stars. Note these flicker and jump due to FXAA float star = 0.0; if (with_stars) { 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 vec3 sky_top = mix( mix( SKY_DUSK_TOP + star, SKY_NIGHT_TOP + star, max(pow(sun_dir.z, 0.2), 0) ), SKY_DAY_TOP, max(-sun_dir.z, 0) ); vec3 sky_mid = mix( mix( SKY_DUSK_MID, SKY_NIGHT_MID, max(pow(sun_dir.z, 0.2), 0) ), SKY_DAY_MID, max(-sun_dir.z, 0) ); vec3 sky_bot = mix( mix( SKY_DUSK_BOT, SKY_NIGHT_BOT, max(pow(sun_dir.z, 0.2), 0) ), SKY_DAY_BOT, max(-sun_dir.z, 0) ); vec3 sky_color = mix( mix( sky_mid, sky_bot, pow(max(-dir.z, 0), 0.4) ), sky_top, max(dir.z, 0) ); vec3 sun_halo_color = mix( SUN_HALO_DUSK, SUN_HALO_DAY, max(-sun_dir.z, 0) ); // Sun const vec3 SUN_SURF_COLOR = vec3(1.5, 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; } float fog(vec3 f_pos, vec3 focus_pos, uint medium) { float fog_radius = view_distance.x; float mist_radius = 10000000.0; float min_fog = 0.5; float max_fog = 1.0; if (medium == 1u) { mist_radius = 96.0; min_fog = 0.0; } float fog = distance(f_pos.xy, focus_pos.xy) / fog_radius; float mist = distance(f_pos, focus_pos) / mist_radius; return pow(clamp((max(fog, mist) - min_fog) / (max_fog - min_fog), 0.0, 1.0), 1.7); }