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-rw-r--r--cwd/assets/altcraft/shaders/frag/fwd_sky.fs65
1 files changed, 65 insertions, 0 deletions
diff --git a/cwd/assets/altcraft/shaders/frag/fwd_sky.fs b/cwd/assets/altcraft/shaders/frag/fwd_sky.fs
new file mode 100644
index 0000000..b6185fd
--- /dev/null
+++ b/cwd/assets/altcraft/shaders/frag/fwd_sky.fs
@@ -0,0 +1,65 @@
+#version 330 core
+
+in vec3 facePos;
+
+out vec4 fragColor;
+
+layout (std140) uniform Globals {
+ mat4 projView;
+ mat4 proj;
+ mat4 view;
+ uvec2 viewportSize;
+ vec4 ssaoKernels[64];
+ float globalTime;
+ float dayTime;
+ float gamma;
+};
+
+uniform sampler2DArray textureAtlas;
+uniform vec4 sunTexture;
+uniform float sunTextureLayer;
+uniform vec4 moonTexture;
+uniform float moonTextureLayer;
+
+const vec4 DaySkyColor = vec4(0.21, 0.4, 1, 1);
+
+const vec3 SunPos = vec3(0, 0.1, 0.5);
+
+const vec3 MoonPos = vec3(0, 0.1, -0.5);
+
+const vec4 NightSkyColor = vec4(0.0, 0.0008, 0.002, 1.0);
+
+vec3 TransformTextureCoord(vec4 TextureAtlasCoords, vec2 UvCoords, float Layer) {
+ 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);
+ vec2 transformed = A + UvCoords * (B - A);
+ return vec3(transformed.x, transformed.y, Layer);
+}
+
+vec4 Sun() {
+ vec3 sunDelta = (facePos - SunPos) * 3.0f;
+ float distanceToSun = length(sunDelta);
+ vec4 sunColor = texture(textureAtlas, TransformTextureCoord(sunTexture, (vec2(sunDelta.xy) + 0.5f), sunTextureLayer));
+ vec4 sun = mix(vec4(0, 0, 0, 1), sunColor, clamp(1 - distanceToSun * 2.0f, 0, 1));
+ return sun;
+}
+
+vec4 Moon() {
+ vec3 moonDelta = (facePos - MoonPos) * 4.5f;
+ float distanceToMoon = length(moonDelta);
+ vec4 moonColor = texture(textureAtlas, TransformTextureCoord(moonTexture, (vec2(moonDelta.xy) + 0.5f), moonTextureLayer));
+ vec4 moon = mix(vec4(0, 0, 0, 1),moonColor, clamp(1 - distanceToMoon * 2.0f, 0, 1));
+ return moon;
+}
+
+void main() {
+ fragColor = vec4(mix(NightSkyColor, DaySkyColor, dayTime).rgb, 1.0f);
+ fragColor += vec4(Sun().rgb, 1.0f);
+ fragColor += vec4(Moon().rgb, 1.0f);
+
+ fragColor.rgb = pow(fragColor.rgb, vec3(1.0f / gamma));
+}