Overworld Touchups
BIN
Zennysoft.Game.Ma/src/map/map shaders/DUST_1.png
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After Width: | Height: | Size: 1.4 KiB |
34
Zennysoft.Game.Ma/src/map/map shaders/DUST_1.png.import
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dest_files=["res://.godot/imported/DUST_1.png-f8c64c894915402c1b66d3bb29c96313.ctex"]
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compress/hdr_compression=1
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=0
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BIN
Zennysoft.Game.Ma/src/map/map shaders/DUST_2.png
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After Width: | Height: | Size: 2.8 KiB |
34
Zennysoft.Game.Ma/src/map/map shaders/DUST_2.png.import
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source_file="res://src/map/map shaders/DUST_2.png"
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dest_files=["res://.godot/imported/DUST_2.png-a5bbc66a3cf0c6ecce87ed660c135ea1.ctex"]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=0
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@@ -1,14 +1,41 @@
|
||||
shader_type spatial;
|
||||
render_mode blend_add, depth_draw_opaque, cull_back, diffuse_burley, shadows_disabled;
|
||||
|
||||
uniform float alpha : hint_range(0.0, 1.0) = 0.5;
|
||||
uniform float rim_power : hint_range(0.0, 5.0) = 1.0;
|
||||
|
||||
uniform sampler2D texture_emission : source_color, hint_default_black,filter_linear_mipmap,repeat_enable;
|
||||
uniform sampler2D gradient : source_color, hint_default_black,filter_linear_mipmap,repeat_enable;
|
||||
|
||||
uniform vec4 emission : source_color;
|
||||
uniform float emission_energy : hint_range(0.0, 1.0) = 0.5;
|
||||
uniform vec3 uv1_scale = vec3(5.0, 0.0, 0.0);
|
||||
uniform vec3 uv1_offset = vec3(0.0, 1.0, 0.0); //change y to whooooosh effect
|
||||
|
||||
varying vec2 base_uv;
|
||||
|
||||
// rotate on 90 degrees
|
||||
vec2 rotateUV(vec2 uv) {
|
||||
return vec2(1.0 * (uv.y - 0.5) + 0.5, -1.0 * (uv.y - 0.5) + 0.5);
|
||||
}
|
||||
|
||||
void vertex() {
|
||||
// Called for every vertex the material is visible on.
|
||||
base_uv = rotateUV(UV);
|
||||
UV = UV * uv1_scale.xy + uv1_offset.xy;
|
||||
// UV.y += TIME * 0.02; // If you need animation, this needs some work.
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
// Called for every pixel the material is visible on.
|
||||
}
|
||||
vec3 fallof = texture(gradient, base_uv).rgb;
|
||||
|
||||
//void light() {
|
||||
// // Called for every pixel for every light affecting the material.
|
||||
// // Uncomment to replace the default light processing function with this one.
|
||||
//}
|
||||
float fresnel = pow(1.0 - dot(normalize(NORMAL), normalize(VIEW)), rim_power);
|
||||
float fade = mix(1.0, -1.0, fresnel);
|
||||
|
||||
ROUGHNESS = 0.0;
|
||||
SPECULAR = 0.0;
|
||||
|
||||
vec3 emission_tex = texture(texture_emission, UV).rgb;
|
||||
EMISSION = (emission.rgb + emission_tex) * emission_energy * fallof;
|
||||
|
||||
ALPHA = clamp(fade, 0.0, 1.0) * EMISSION.r * alpha;
|
||||
}
|
||||
@@ -0,0 +1,87 @@
|
||||
shader_type spatial;
|
||||
|
||||
render_mode blend_mix, depth_draw_opaque, cull_back, unshaded;
|
||||
|
||||
// Uniformy dla zmiennych konfigurowalnych
|
||||
uniform vec4 cloud_color = vec4(1.0, 1.0, 1.0, 1.0); // Kolor chmur (w tym przezroczystość)
|
||||
uniform float cloud_opacity : hint_range(0.0, 1.0) = 0.1; // Przezroczystość chmur
|
||||
|
||||
// Funkcja do interpolacji (fade) używana w szumie Perlin'a
|
||||
float fade(float t) {
|
||||
return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
|
||||
}
|
||||
|
||||
// Funkcja do generowania gradientu
|
||||
float grad(int hash, float x, float y) {
|
||||
int h = hash & 7; // maska hash
|
||||
float u = h < 4 ? x : y;
|
||||
float v = h < 4 ? y : x;
|
||||
return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
|
||||
}
|
||||
|
||||
// Funkcja do generowania prostego szumu Perlin'a
|
||||
float perlin_noise(vec2 coord) {
|
||||
vec2 p = floor(coord);
|
||||
vec2 f = fract(coord);
|
||||
f = f * f * (3.0 - 2.0 * f);
|
||||
|
||||
float n = p.x + p.y * 57.0;
|
||||
float res = mix(
|
||||
mix(grad(int(n + 0.0), f.x, f.y),
|
||||
grad(int(n + 1.0), f.x - 1.0, f.y), fade(f.x)),
|
||||
mix(grad(int(n + 57.0), f.x, f.y - 1.0),
|
||||
grad(int(n + 58.0), f.x - 1.0, f.y - 1.0), fade(f.x)),
|
||||
fade(f.y));
|
||||
return res;
|
||||
}
|
||||
|
||||
// Funkcja do generowania warstwowego szumu dla bardziej chmurowego efektu
|
||||
float layered_perlin_noise(vec2 coord, float scale, float amplitude) {
|
||||
float noise = 0.0;
|
||||
float persistence = 0.5; // Ustawienie wpływu kolejnych warstw szumu
|
||||
|
||||
// Dodajemy kilka warstw szumu, aby uzyskać bardziej złożony efekt
|
||||
for (int i = 0; i < 5; i++) {
|
||||
noise += perlin_noise(coord * scale) * amplitude;
|
||||
scale *= 2.0;
|
||||
amplitude *= persistence;
|
||||
}
|
||||
return noise;
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
// Pobranie współrzędnych UV
|
||||
vec2 uv = UV;
|
||||
|
||||
// Dodanie animacji do współrzędnych UV
|
||||
float speed = 0.001; // Prędkość przesuwania chmur
|
||||
vec2 animated_uv = uv + vec2(TIME * speed, TIME * speed);
|
||||
|
||||
// Parametry dla różnych chmur
|
||||
int num_clouds = 13; // Więcej chmur
|
||||
float cloud_size = 0.001; // Bardzo mały rozmiar chmury
|
||||
float scale = 9000.0; // Zmniejszona skala szumu
|
||||
|
||||
// Inicjalizacja zmiennej do przechowywania wyniku końcowego
|
||||
float final_noise = 0.0;
|
||||
|
||||
for (int i = 0; i < num_clouds; i++) {
|
||||
// Losowe przesunięcie dla każdej chmury
|
||||
float random_offset = float(i) * 0.01;
|
||||
vec2 cloud_center = vec2(fract(sin(float(i) * 0.1) * 43758.5453), fract(cos(float(i) * 0.1) * 43758.5453));
|
||||
|
||||
// Modyfikacja współrzędnych UV dla efektu szumu
|
||||
vec2 cloud_uv = (animated_uv - cloud_center) * (scale * cloud_size);
|
||||
float noise = layered_perlin_noise(cloud_uv, 8.0, 1.0);
|
||||
|
||||
// Wygładzanie i ograniczenie wartości szumu
|
||||
noise = smoothstep(0.6, 0.6, noise);
|
||||
final_noise = max(final_noise, noise);
|
||||
}
|
||||
|
||||
// Ustawienie koloru chmur na podstawie uniformu
|
||||
vec4 color = vec4(cloud_color.rgb, cloud_color.a * final_noise * cloud_opacity);
|
||||
|
||||
ALBEDO = color.rgb;
|
||||
ALPHA = color.a;
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://d3pf3ubk3lwwt
|
||||
291
Zennysoft.Game.Ma/src/map/map shaders/Overworld Sky.gdshader
Normal file
@@ -0,0 +1,291 @@
|
||||
shader_type sky;
|
||||
|
||||
render_mode use_quarter_res_pass;
|
||||
|
||||
// Originaly based on https://godotshaders.com/shader/stylized-sky-shader-with-clouds/ but there's not much left
|
||||
|
||||
group_uniforms sky;
|
||||
uniform vec3 day_top_color : source_color = vec3( 0.1, 0.6, 1.0 );
|
||||
uniform vec3 day_bottom_color : source_color = vec3( 0.4, 0.8, 1.0 );
|
||||
uniform vec3 sunset_top_color : source_color = vec3( 0.7, 0.75, 1.0 );
|
||||
uniform vec3 sunset_bottom_color : source_color = vec3( 1.0, 0.5, 0.7 );
|
||||
uniform vec3 night_top_color : source_color = vec3( 0.02, 0.0, 0.04 );
|
||||
uniform vec3 night_bottom_color : source_color = vec3( 0.1, 0.0, 0.2 );
|
||||
|
||||
group_uniforms horizon;
|
||||
uniform vec3 horizon_color : source_color = vec3( 0.0, 0.7, 0.8 );
|
||||
uniform float horizon_blur : hint_range( 0.0, 1.0, 0.01 ) = 0.05;
|
||||
|
||||
group_uniforms sun; // First DirectionalLight3D will be the sun
|
||||
uniform vec3 sun_color : source_color = vec3( 10.0, 8.0, 1.0 );
|
||||
uniform vec3 sun_sunset_color : source_color = vec3( 10.0, 0.0, 0.0 );
|
||||
uniform float sun_size : hint_range( 0.01, 1.0 ) = 0.2;
|
||||
uniform float sun_blur : hint_range( 0.01, 20.0 ) = 10.0;
|
||||
|
||||
group_uniforms moon; // Second DirectionalLight3D will be the moon
|
||||
uniform vec3 moon_color : source_color = vec3( 1.0, 0.95, 0.7 );
|
||||
uniform float moon_size : hint_range( 0.01, 1.0 ) = 0.06;
|
||||
uniform float moon_blur : hint_range( 0.01, 10.0 ) = 0.1;
|
||||
|
||||
group_uniforms clouds;
|
||||
// Replaced by noise functions, unncomment if you want to use graphical textures
|
||||
// uniform sampler2D clouds_top_texture : filter_linear_mipmap, hint_default_black;
|
||||
// uniform sampler2D clouds_middle_texture : filter_linear_mipmap, hint_default_black;
|
||||
// uniform sampler2D clouds_bottom_texture : filter_linear_mipmap, hint_default_black;
|
||||
uniform vec3 clouds_edge_color : source_color = vec3( 0.8, 0.8, 0.98 );
|
||||
uniform vec3 clouds_top_color : source_color = vec3( 1.0, 1.0, 1.00 );
|
||||
uniform vec3 clouds_middle_color : source_color = vec3( 0.92, 0.92, 0.98 );
|
||||
uniform vec3 clouds_bottom_color : source_color = vec3( 0.83, 0.83, 0.94 );
|
||||
uniform float clouds_speed : hint_range( 0.0, 20.0, 0.01 ) = 2.0;
|
||||
uniform float clouds_direction : hint_range( -0.5, 0.5, 0.0 ) = 0.2;
|
||||
uniform float clouds_scale : hint_range( 0.0, 4.0, 0.01 ) = 1.0;
|
||||
uniform float clouds_cutoff : hint_range( 0.0, 1.0, 0.01 ) = 0.3;
|
||||
uniform float clouds_fuzziness : hint_range( 0.0, 2.0, 0.01 ) = 0.5;
|
||||
// More weight is simply a darker color, usefull for rain/storm
|
||||
uniform float clouds_weight : hint_range( 0.0, 1.0, 0.01 ) = 0.0;
|
||||
uniform float clouds_blur : hint_range( 0.0, 1.0, 0.01 ) = 0.25;
|
||||
|
||||
group_uniforms stars;
|
||||
// Stars should be at black background
|
||||
uniform sampler2D stars_texture : filter_linear_mipmap, hint_default_black;
|
||||
uniform float stars_speed : hint_range( 0.0, 20.0, 0.01 ) = 1.0;
|
||||
|
||||
group_uniforms settings;
|
||||
uniform float overwritten_time = 0.0;
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Function for clouds noises. You can replace using "gen_fractal_ping_pong" with a simple texture reading.
|
||||
// I was frustrated with the repeating texture that's why I included the algorithm in the code.
|
||||
// Source: https://github.com/Auburn/FastNoiseLite/tree/master
|
||||
const int PRIME_X = 501125321;
|
||||
const int PRIME_Y = 1136930381;
|
||||
float lerp( float a, float b, float t )
|
||||
{
|
||||
return a + t * ( b - a );
|
||||
}
|
||||
float cubic_lerp( float a, float b, float c, float d, float t )
|
||||
{
|
||||
float p = d - c - ( a - b );
|
||||
return t * t * t * p + t * t * ( a - b - p ) + t * ( c - a ) + b;
|
||||
}
|
||||
float ping_pong( float t )
|
||||
{
|
||||
t -= trunc( t * 0.5 ) * 2.0;
|
||||
return t < 1.0 ? t : 2.0 - t;
|
||||
}
|
||||
int hash( int seed, int x_primed, int y_primed )
|
||||
{
|
||||
return ( seed ^ x_primed ^ y_primed ) * 0x27d4eb2d;
|
||||
}
|
||||
float val_coord( int seed, int x_primed, int y_primed )
|
||||
{
|
||||
int hash = hash( seed, x_primed, y_primed );
|
||||
hash *= hash;
|
||||
hash ^= hash << 19;
|
||||
return float( hash ) * ( 1.0 / 2147483648.0 );
|
||||
}
|
||||
float single_value_cubic( int seed, float x, float y )
|
||||
{
|
||||
int x1 = int( floor( x ));
|
||||
int y1 = int( floor( y ));
|
||||
|
||||
float xs = x - float( x1 );
|
||||
float ys = y - float( y1 );
|
||||
|
||||
x1 *= PRIME_X;
|
||||
y1 *= PRIME_Y;
|
||||
int x0 = x1 - PRIME_X;
|
||||
int y0 = y1 - PRIME_Y;
|
||||
int x2 = x1 + PRIME_X;
|
||||
int y2 = y1 + PRIME_Y;
|
||||
int x3 = x1 + ( PRIME_X << 1 );
|
||||
int y3 = y1 + ( PRIME_Y << 1 );
|
||||
|
||||
return cubic_lerp(
|
||||
cubic_lerp( val_coord( seed, x0, y0 ), val_coord( seed, x1, y0 ), val_coord( seed, x2, y0 ), val_coord( seed, x3, y0 ), xs ),
|
||||
cubic_lerp( val_coord( seed, x0, y1 ), val_coord( seed, x1, y1 ), val_coord( seed, x2, y1 ), val_coord( seed, x3, y1 ), xs ),
|
||||
cubic_lerp( val_coord( seed, x0, y2 ), val_coord( seed, x1, y2 ), val_coord( seed, x2, y2 ), val_coord( seed, x3, y2 ), xs ),
|
||||
cubic_lerp( val_coord( seed, x0, y3 ), val_coord( seed, x1, y3 ), val_coord( seed, x2, y3 ), val_coord( seed, x3, y3 ), xs ),
|
||||
ys ) * ( 1.0 / ( 1.5 * 1.5 ));
|
||||
}
|
||||
// Params can be change in the same way as in noise settings in Godot
|
||||
const float FRACTAL_BOUNDING = 1.0 / 1.75;
|
||||
const int OCTAVES = 5;
|
||||
const float PING_PONG_STRENGTH = 2.0;
|
||||
const float WEIGHTED_STRENGTH = 0.0;
|
||||
const float GAIN = 0.5;
|
||||
const float LACUNARITY = 2.0;
|
||||
float gen_fractal_ping_pong( vec2 pos, int seed, float frequency )
|
||||
{
|
||||
float x = pos.x * frequency;
|
||||
float y = pos.y * frequency;
|
||||
float sum = 0.0;
|
||||
float amp = FRACTAL_BOUNDING;
|
||||
for( int i = 0; i < OCTAVES; i++ )
|
||||
{
|
||||
float noise = ping_pong(( single_value_cubic( seed++, x, y ) + 1.0 ) * PING_PONG_STRENGTH );
|
||||
sum += ( noise - 0.5 ) * 2.0 * amp;
|
||||
amp *= lerp( 1.0, noise, WEIGHTED_STRENGTH );
|
||||
x *= LACUNARITY;
|
||||
y *= LACUNARITY;
|
||||
amp *= GAIN;
|
||||
}
|
||||
return sum * 0.5 + 0.5;
|
||||
}
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// Function needed to calculate the phase of the moon
|
||||
// Source: https://kelvinvanhoorn.com/2022/03/17/skybox-tutorial-part-1/
|
||||
float sphere_intersect( vec3 view_dir, vec3 sphere_pos, float radius )
|
||||
{
|
||||
float b = dot( -sphere_pos, view_dir );
|
||||
float c = dot( -sphere_pos, -sphere_pos ) - pow( radius, 2 );
|
||||
float h = pow( b, 2 ) - c;
|
||||
return h < 0.0 ? -1.0 : -b - sqrt( h );
|
||||
}
|
||||
|
||||
void sky()
|
||||
{
|
||||
float time = overwritten_time != 0.0 ? overwritten_time : TIME;
|
||||
|
||||
//////////////////// SKY ///////////////////////////////////////////////////////////////////////
|
||||
float _eyedir_y = abs( sin( EYEDIR.y * PI * 0.5 ));
|
||||
|
||||
// The day color will be our base color
|
||||
vec3 _sky_color = mix( day_bottom_color, day_top_color, _eyedir_y );
|
||||
_sky_color = mix( _sky_color, vec3( 0.0 ), clamp(( 0.7 - clouds_cutoff ) * clouds_weight, 0.0, 1.0 ));
|
||||
|
||||
float _sunset_amount = clamp( 0.5 - abs( LIGHT0_DIRECTION.y ), 0.0, 0.5 ) * 2.0;
|
||||
// The sky should be more red around the west, on the opposite side you don't see it as much
|
||||
float _sunset_distance = clamp( 1.0 - pow( distance( EYEDIR, LIGHT0_DIRECTION ), 2 ), 0.0, 1.0 );
|
||||
vec3 _sky_sunset_color = mix( sunset_bottom_color, sunset_top_color, _eyedir_y + 0.5 );
|
||||
_sky_sunset_color = mix( _sky_sunset_color, sunset_bottom_color, _sunset_amount * _sunset_distance );
|
||||
_sky_color = mix( _sky_color, _sky_sunset_color, _sunset_amount );
|
||||
|
||||
float _night_amount = clamp( -LIGHT0_DIRECTION.y + 0.7, 0.0, 1.0 );
|
||||
vec3 _sky_night_color = mix( night_bottom_color, night_top_color, _eyedir_y );
|
||||
_sky_color = mix( _sky_color, _sky_night_color, _night_amount );
|
||||
|
||||
// Final sky color
|
||||
COLOR = _sky_color;
|
||||
|
||||
//////////////////// HORIZON ///////////////////////////////////////////////////////////////////
|
||||
float _horizon_amount = 0.0;
|
||||
if( EYEDIR.y < 0.0 )
|
||||
{
|
||||
_horizon_amount = clamp( abs( EYEDIR.y ) / horizon_blur, 0.0, 1.0 );
|
||||
// Mixing with the color of the night sky to make the horizon darker
|
||||
vec3 _horizon_color = mix( horizon_color, _sky_color, _night_amount * 0.9 );
|
||||
// And if ther are many dark clouds, we also make the horizon darker
|
||||
_horizon_color = mix( _horizon_color, vec3( 0.0 ), ( 1.0 - clouds_cutoff ) * clouds_weight * 0.7 );
|
||||
COLOR = mix( COLOR, _horizon_color, _horizon_amount );
|
||||
}
|
||||
|
||||
//////////////////// MOON //////////////////////////////////////////////////////////////////////
|
||||
float _moon_amount = 0.0;
|
||||
if( LIGHT1_ENABLED )
|
||||
{
|
||||
// Bigger moon near the horizon
|
||||
float _moon_size = moon_size + cos( LIGHT1_DIRECTION.y * PI ) * moon_size * 0.25;
|
||||
float _moon_distance = distance( EYEDIR, LIGHT1_DIRECTION ) / _moon_size;
|
||||
// Finding moon disc and edge blur
|
||||
_moon_amount = clamp(( 1.0 - _moon_distance ) / moon_blur, 0.0, 1.0 );
|
||||
if( _moon_amount > 0.0 )
|
||||
{
|
||||
// Moon illumination depending on the position of the sun
|
||||
float _moon_intersect = sphere_intersect( EYEDIR, LIGHT1_DIRECTION, _moon_size );
|
||||
vec3 _moon_normal = normalize( LIGHT1_DIRECTION - EYEDIR * _moon_intersect );
|
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// Power on the result gives a better effect
|
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float _moon_n_dot_l = pow( clamp( dot( _moon_normal, -LIGHT0_DIRECTION ), 0.05, 1.0 ), 2 );
|
||||
// Hiding the moon behind the horizon
|
||||
_moon_amount *= 1.0 - _horizon_amount;
|
||||
COLOR = mix( COLOR, moon_color, _moon_n_dot_l * _moon_amount );
|
||||
}
|
||||
}
|
||||
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||||
//////////////////// SUN ///////////////////////////////////////////////////////////////////////
|
||||
float _sun_distance = 0.0;
|
||||
if( LIGHT0_ENABLED )
|
||||
{
|
||||
_sun_distance = distance( EYEDIR, LIGHT0_DIRECTION );
|
||||
// Bigger sun near the horizon
|
||||
float _sun_size = sun_size + cos( LIGHT0_DIRECTION.y * PI ) * sun_size * 0.25;
|
||||
// Finding sun disc and edge blur
|
||||
float _sun_amount = clamp(( 1.0 - _sun_distance / _sun_size ) / sun_blur, 0.0, 1.0 );
|
||||
if( _sun_amount > 0.0 )
|
||||
{
|
||||
// Changing color of the sun during sunset
|
||||
float _sunset_amount = 1.0;
|
||||
if( LIGHT0_DIRECTION.y > 0.0 )
|
||||
_sunset_amount = clamp( cos( LIGHT0_DIRECTION.y * PI ), 0.0, 1.0 );
|
||||
vec3 _sun_color = mix( sun_color, sun_sunset_color, _sunset_amount );
|
||||
// Hiding the sun behind the moon
|
||||
_sun_amount = clamp( _sun_amount * ( 1.0 - _moon_amount ), 0.0, 1.0 );
|
||||
// Hiding the sun behind the horizon
|
||||
_sun_amount *= 1.0 - _horizon_amount;
|
||||
// Leveling the "glow" in color
|
||||
if( _sun_color.r > 1.0 || _sun_color.g > 1.0 || _sun_color.b > 1.0 )
|
||||
_sun_color *= _sun_amount;
|
||||
COLOR = mix( COLOR, _sun_color, _sun_amount );
|
||||
}
|
||||
}
|
||||
|
||||
//////////////////// STARS /////////////////////////////////////////////////////////////////
|
||||
vec2 _sky_uv = EYEDIR.xz / sqrt( EYEDIR.y );
|
||||
if( EYEDIR.y > -0.01 && LIGHT0_DIRECTION.y < 0.0 )
|
||||
{
|
||||
// Stars UV rotation
|
||||
float _stars_speed_cos = cos( stars_speed * time * 0.005 );
|
||||
float _stars_speed_sin = sin( stars_speed * time * 0.005 );
|
||||
vec2 _stars_uv = vec2(
|
||||
_sky_uv.x * _stars_speed_cos - _sky_uv.y * _stars_speed_sin,
|
||||
_sky_uv.x * _stars_speed_sin + _sky_uv.y * _stars_speed_cos
|
||||
);
|
||||
// Stars texture
|
||||
vec3 _stars_color = texture( stars_texture, _stars_uv ).rgb * -LIGHT0_DIRECTION.y;
|
||||
// Hiding stars behind the moon
|
||||
_stars_color *= 1.0 - _moon_amount;
|
||||
COLOR += _stars_color;
|
||||
}
|
||||
|
||||
//////////////////// CLOUDS ////////////////////////////////////////////////////////////////
|
||||
if( EYEDIR.y > 0.0 )
|
||||
{
|
||||
// Clouds UV movement direction
|
||||
float _clouds_speed = time * clouds_speed * 0.01;
|
||||
float _sin_x = sin( clouds_direction * PI * 2.0 );
|
||||
float _cos_y = cos( clouds_direction * PI * 2.0 );
|
||||
// I using 3 levels of clouds. Top is the lightes and botom the darkest.
|
||||
// The speed of movement (and direction a little) is different for the illusion of the changing shape of the clouds.
|
||||
vec2 _clouds_movement = vec2( _sin_x, _cos_y ) * _clouds_speed;
|
||||
// float _noise_top = texture( clouds_top_texture, ( _sky_uv + _clouds_movement ) * clouds_scale ).r;
|
||||
float _noise_top = gen_fractal_ping_pong( ( _sky_uv + _clouds_movement ) * clouds_scale, 0, 0.5 );
|
||||
_clouds_movement = vec2( _sin_x * 0.97, _cos_y * 1.07 ) * _clouds_speed * 3.89;
|
||||
// float _noise_middle = texture( clouds_middle_texture, ( _sky_uv + _clouds_movement ) * clouds_scale ).r;
|
||||
float _noise_middle = gen_fractal_ping_pong( ( _sky_uv + _clouds_movement ) * clouds_scale, 1, 0.89 );
|
||||
_clouds_movement = vec2( _sin_x * 1.01, _cos_y * 0.89 ) * _clouds_speed * 2.79;
|
||||
// float _noise_bottom = texture( clouds_bottom_texture, ( _sky_uv + _clouds_movement ) * clouds_scale ).r;
|
||||
float _noise_bottom = gen_fractal_ping_pong( ( _sky_uv + _clouds_movement ) * clouds_scale, 2, 1.0 );
|
||||
// Smoothstep with the addition of a noise value from a lower level gives a nice, deep result
|
||||
_noise_bottom = smoothstep( clouds_cutoff, clouds_cutoff + clouds_fuzziness, _noise_bottom );
|
||||
_noise_middle = smoothstep( clouds_cutoff, clouds_cutoff + clouds_fuzziness, _noise_middle + _noise_bottom * 0.2 ) * 1.1;
|
||||
_noise_top = smoothstep( clouds_cutoff, clouds_cutoff + clouds_fuzziness, _noise_top + _noise_middle * 0.4 ) * 1.2;
|
||||
float _clouds_amount = clamp( _noise_top + _noise_middle + _noise_bottom, 0.0, 1.0 );
|
||||
// Fading clouds near the horizon
|
||||
_clouds_amount *= clamp( abs( EYEDIR.y ) / clouds_blur, 0.0, 1.0 );
|
||||
|
||||
vec3 _clouds_color = mix( vec3( 0.0 ), clouds_top_color, _noise_top );
|
||||
_clouds_color = mix( _clouds_color, clouds_middle_color, _noise_middle );
|
||||
_clouds_color = mix( _clouds_color, clouds_bottom_color, _noise_bottom );
|
||||
// The edge color gives a nice smooth edge, you can try turning this off if you need sharper edges
|
||||
_clouds_color = mix( clouds_edge_color, _clouds_color, _noise_top );
|
||||
// The sun passing through the clouds effect
|
||||
_clouds_color = mix( _clouds_color, clamp( sun_color, 0.0, 1.0 ), pow( 1.0 - clamp( _sun_distance, 0.0, 1.0 ), 5 ));
|
||||
// Color combined with sunset condition
|
||||
_clouds_color = mix( _clouds_color, sunset_bottom_color, _sunset_amount * 0.75 );
|
||||
// Color depending on the "progress" of the night.
|
||||
_clouds_color = mix( _clouds_color, _sky_color, clamp( _night_amount, 0.0, 0.98 ));
|
||||
_clouds_color = mix( _clouds_color, vec3( 0.0 ), clouds_weight * 0.9 );
|
||||
COLOR = mix( COLOR, _clouds_color, _clouds_amount );
|
||||
}
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