140 lines
3.8 KiB
Plaintext
140 lines
3.8 KiB
Plaintext
shader_type sky;
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render_mode use_half_res_pass;
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uniform sampler2D source_panorama : filter_linear, source_color, hint_default_black;
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//uniform vec3 sky_color : source_color; ADDED BY BAER
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uniform vec3 sky_color_1 : source_color = vec3(0.);
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uniform vec3 sky_color_2 : source_color = vec3(1.);
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uniform bool add_clouds = true;
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uniform bool clouds_below = false;
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uniform float cloud_scale : hint_range(0.0, 1.0, 0.01) = 0.25;
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uniform float speed : hint_range(0.0, 0.25, 0.001) = 0.002;
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uniform float cloud_dark : hint_range(0.0, 1.0, 0.01) = 0.5;
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uniform float cloud_light : hint_range(0.0, 1.0, 0.01) = 0.3;
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uniform float cloud_cover : hint_range(0.0, 1.0, 0.01) = 0.2;
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uniform float cloud_alpha : hint_range(0.0, 10.0, 0.01) = 8.0;
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uniform float sky_tint : hint_range(0.0, 1.0, 0.001) = 0.5;
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uniform float height_offset : hint_range(0.0, 1.0, 0.001) = 0.2;
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uniform float sky_contribution : hint_range(0.0, 1.0, 0.1) = 0.5;
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const mat2 m = mat2(vec2( 1.6, 1.2), vec2(-1.2, 1.6));
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vec2 hash( vec2 p ) {
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p = vec2(dot(p, vec2(127.1, 311.7)), dot(p, vec2(269.5, 183.3)));
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return -1.0 + 2.0 * fract(sin(p) * 43758.5453123);
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}
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float noise( in vec2 p ) {
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const float K1 = 0.366025404; // (sqrt(3)-1)/2;
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const float K2 = 0.211324865; // (3-sqrt(3))/6;
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vec2 i = floor(p + (p.x + p.y)*K1);
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vec2 a = p - i + (i.x + i.y) * K2;
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vec2 o = (a.x > a.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
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vec2 b = a - o + K2;
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vec2 c = a - 1.0 + 2.0 * K2;
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vec3 h = max(0.5 - vec3(dot(a, a), dot(b, b), dot(c, c)), 0.0 );
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vec3 n = h * h * h * h * vec3(dot(a, hash(i + 0.0)), dot(b, hash(i + o)), dot(c, hash(i + 1.0)));
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return dot(n, vec3(70.0));
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}
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float fbm(vec2 n) {
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float total = 0.0, amplitude = 0.1;
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for (int i = 0; i < 7; i++) {
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total += noise(n) * amplitude;
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n = m * n;
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amplitude *= 0.4;
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}
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return total;
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}
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void sky() {
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COLOR = texture(source_panorama, SKY_COORDS).rgb;
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//COLOR = vec3(100,100,100);
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if(AT_CUBEMAP_PASS){
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COLOR *= sky_contribution;
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}else if(add_clouds){
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vec3 normal = normalize(EYEDIR);
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vec3 plane_intersect = normal / (normal.y + height_offset);
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if(clouds_below){
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plane_intersect = normal / -(normal.y - height_offset);
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}
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vec2 p = plane_intersect.xz;
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p.y *= -1.0;
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vec2 uv = p;
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float time = TIME * speed;
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float q = fbm(uv * cloud_scale * 0.5);
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//ridged noise shape
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float r = 0.0;
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uv *= cloud_scale;
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uv -= q - time;
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float weight = 0.8;
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for(int i = 0; i < 8; i++){
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r += abs(weight*noise( uv ));
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uv = m*uv + time;
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weight *= 0.7;
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}
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//noise shape
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float f = 0.0;
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uv = p;
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uv *= cloud_scale;
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uv -= q - time;
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weight = 0.7;
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for(int i = 0; i < 8; i++){
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f += weight*noise( uv );
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uv = m*uv + time;
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weight *= 0.6;
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}
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f *= r + f;
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//noise colour
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float c = 0.0;
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time = TIME * speed * 2.0;
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uv = p;
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uv *= cloud_scale * 2.0;
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uv -= q - time;
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weight = 0.4;
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for(int i = 0; i < 7; i++){
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c += weight*noise( uv );
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uv = m*uv + time;
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weight *= 0.6;
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}
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//noise ridge colour
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float c1 = 0.0;
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time = TIME * speed * 3.0;
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uv = p;
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uv *= cloud_scale * 3.0;
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uv -= q - time;
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weight = 0.4;
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for (int i = 0; i < 7; i++){
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c1 += abs(weight*noise( uv ));
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uv = m*uv + time;
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weight *= 0.6;
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}
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c += c1;
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vec3 skycolour = COLOR;
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vec3 cloudcolour = vec3(1.1, 1.1, 0.9) * clamp((cloud_dark + cloud_light * c), 0.0, 1.0);
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float horizon_fall_off = max(normal.y, 0.0);
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if(clouds_below){
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horizon_fall_off = max(-normal.y, 0.0);
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}
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f = cloud_cover + cloud_alpha * f * r;
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vec3 result = mix(skycolour, clamp(sky_tint * skycolour + cloudcolour, 0.0, 1.0), clamp(f + c, 0.0, 1.0) * horizon_fall_off);
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// Convert the color to black and white.
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//COLOR = vec3((result.r + result.g + result.b) / 1.0); original color method black/white
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COLOR = mix(sky_color_1, sky_color_2, (result.r + result.g + result.b) / 3.0); //Rob fix for changing colors
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}
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} |