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#version 330 core
in vec3 pos;
layout (location = 0) out vec4 color;
layout (location = 1) out vec4 normal;
layout (location = 2) out vec4 addColor;
layout (location = 3) out vec4 light;
uniform sampler2DArray textureAtlas;
uniform float DayTime;
uniform vec4 sunTexture;
uniform float sunTextureLayer;
uniform vec4 moonTexture;
uniform float moonTextureLayer;
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);
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 = (pos - 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 = (pos - 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() {
vec4 starColor = vec4(0.0f, 0.04f, 0.06f, 1.0f);
color = vec4(mix(starColor, DaySkyColor, DayTime).rgb, 1.0f);
color += vec4(Sun().rgb, 1.0f);
color += vec4(Moon().rgb, 1.0f);
normal = vec4(0.0f, 0.0f, 0.0f, 1.0f);
addColor = vec4(0.0f, 0.0f, 0.0f, 1.0f);
light = vec4(1.0f, 1.0f, 0.0f, 1.0f);
}
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