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-rw-r--r--cwd/shaders/sky.fs49
1 files changed, 49 insertions, 0 deletions
diff --git a/cwd/shaders/sky.fs b/cwd/shaders/sky.fs
new file mode 100644
index 0000000..549d463
--- /dev/null
+++ b/cwd/shaders/sky.fs
@@ -0,0 +1,49 @@
+#version 330 core
+
+in vec2 uvPos;
+in vec3 pos;
+
+uniform sampler2D textureAtlas;
+uniform vec4 skyTexture;
+uniform float DayTime;
+uniform vec4 sunTexture;
+uniform vec4 moonTexture;
+
+const vec4 DaySkyColor = vec4(0.49,0.66,1, 1);
+
+const vec3 SunPos = vec3(0,0.1,0.5);
+
+const vec3 MoonPos = vec3(0,0.1,-0.5);
+
+vec2 TransformTextureCoord(vec4 TextureAtlasCoords, vec2 UvCoords) {
+ float x = TextureAtlasCoords.x;
+ float y = TextureAtlasCoords.y;
+ float w = TextureAtlasCoords.z;
+ float h = TextureAtlasCoords.w;
+ vec2 A = vec2(x, 1 - y - h);
+ vec2 B = vec2(x + w, 1 - y);
+ return A + UvCoords * (B - A);
+}
+
+vec4 Sun() {
+ vec3 sunDelta = (pos - SunPos)*3.0f;
+ float distanceToSun = length(sunDelta);
+ vec4 sunColor = texture(textureAtlas,TransformTextureCoord(sunTexture,(vec2(sunDelta.xy)+0.5f)));
+ vec4 sun = mix(vec4(0,0,0,1),sunColor,clamp(1-distanceToSun*2.0f,0,1));
+ return sun;
+}
+
+vec4 Moon() {
+ vec3 moonDelta = (pos - MoonPos)*4.5f;
+ float distanceToMoon = length(moonDelta);
+ vec4 moonColor = texture(textureAtlas,TransformTextureCoord(moonTexture,(vec2(moonDelta.xy)+0.5f)));
+ vec4 moon = mix(vec4(0,0,0,1),moonColor,clamp(1-distanceToMoon*2.0f,0,1));
+ return moon;
+}
+
+void main() {
+ vec4 starColor = texture(textureAtlas,TransformTextureCoord(skyTexture,uvPos));
+ gl_FragColor = mix(starColor, DaySkyColor, DayTime);
+ gl_FragColor += Sun();
+ gl_FragColor += Moon();
+} \ No newline at end of file