#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(); }