#version 120 #define lightingColors #include "shaders.settings" varying vec2 texcoord; varying vec2 lightPos; varying vec3 sunVec; varying vec3 upVec; varying vec3 lightColor; varying vec3 sky1; varying vec3 sky2; varying vec3 nsunlight; varying vec3 sunlight; varying vec3 rawAvg; varying vec3 avgAmbient2; varying vec3 cloudColor; varying vec3 cloudColor2; varying float fading; varying float tr; varying float eyeAdapt; varying float SdotU; varying float sunVisibility; varying float moonVisibility; uniform vec3 sunPosition; uniform vec3 upPosition; uniform int worldTime; uniform float rainStrength; uniform ivec2 eyeBrightnessSmooth; uniform mat4 gbufferProjection; const float redtint = 1.5; const vec3 ToD[7] = vec3[7]( vec3(redtint,0.15,0.02), vec3(redtint,0.35,0.09), vec3(redtint,0.5,0.26), vec3(redtint,0.5,0.35), vec3(redtint,0.5,0.36), vec3(redtint,0.5,0.37), vec3(redtint,0.5,0.38)); float luma(vec3 color) { return dot(color,vec3(0.299, 0.587, 0.114)); } void main() { //Light pos for Godrays vec4 tpos = vec4(sunPosition,1.0)*gbufferProjection; tpos = vec4(tpos.xyz/tpos.w,1.0); vec2 pos1 = tpos.xy/tpos.z; lightPos = pos1*0.5+0.5; /*-------------------------------*/ //Positioning gl_Position = ftransform(); texcoord = (gl_MultiTexCoord0).xy; /*--------------------------------*/ //Sun/Moon position sunVec = normalize(sunPosition); upVec = normalize(upPosition); SdotU = dot(sunVec,upVec); sunVisibility = pow(clamp(SdotU+0.15,0.0,0.15)/0.15,4.0); moonVisibility = pow(clamp(-SdotU+0.15,0.0,0.15)/0.15,4.0); /*--------------------------------*/ //reduced the sun color to a 7 array float hour = max(mod(worldTime/1000.0+2.0,24.0)-2.0,0.0); //-0.1 float cmpH = max(-abs(floor(hour)-6.0)+6.0,0.0); //12 float cmpH1 = max(-abs(floor(hour)-5.0)+6.0,0.0); //1 vec3 temp = ToD[int(cmpH)]; vec3 temp2 = ToD[int(cmpH1)]; sunlight = mix(temp,temp2,fract(hour)); sunlight.rgb += vec3(r_multiplier,g_multiplier,b_multiplier); sunlight.rgb *= light_brightness; vec3 sunlight04 = pow(sunlight,vec3(0.454)); /*-----------------------------------------------------------------*/ //Lighting float eyebright = max(eyeBrightnessSmooth.y/255.0-0.5/16.0,0.0)*1.03225806452; float SkyL2 = mix(1.0,eyebright*eyebright,eyebright); vec2 trCalc = min(abs(worldTime-vec2(23050.0,12700.0)),750.0); tr = max(min(trCalc.x,trCalc.y)/375.0-1.0,0.0); float tr = clamp(min(min(distance(float(worldTime),23050.0),750.0),min(distance(float(worldTime),12700.0),800.0))/800.0-0.5,0.0,1.0)*2.0; vec4 bounced = vec4(0.5,0.66,1.3,0.27); vec3 sun_ambient = bounced.w * (vec3(0.25,0.62,1.32)-rainStrength*vec3(0.1,0.47,1.17))*(1.0+rainStrength*7.0) + sunlight*(bounced.x + bounced.z)*(1.0-rainStrength*0.95); const vec3 moonlight = vec3(0.0016, 0.00288, 0.00448); vec3 moon_ambient = (moonlight + moonlight*eyebright*eyebright*eyebright); float tr2 = max(min(trCalc.x,trCalc.y)/375.0-1.0,0.0); vec4 bounced2 = vec4(0.5*SkyL2,0.66*SkyL2,0.7,0.3); vec3 sun_ambient2 = bounced2.w * (vec3(0.25,0.62,1.32)-rainStrength*vec3(0.11,0.32,1.07)) + sunlight*(bounced2.x + bounced2.z); vec3 moon_ambient2 = (moonlight*3.5); rawAvg = (sun_ambient*sunVisibility + 8.0*moonlight*moonVisibility)*(0.05+tr*0.15)*4.7+0.0002; vec3 avgAmbient =(sun_ambient2*sunVisibility + moon_ambient2*moonVisibility)*eyebright*eyebright*(0.05+tr2*0.15)*4.7+0.0006; avgAmbient2 = (sun_ambient*sunVisibility + 6.0*moon_ambient*moonVisibility)*eyebright *(0.27+tr*0.65)+0.0002; eyeAdapt = log(clamp(luma(avgAmbient),0.007,80.0))/log(2.6)*0.35; eyeAdapt = 1.0/pow(eyeLight,eyeAdapt)*1.75; avgAmbient /= sqrt(3.0); avgAmbient2 /= sqrt(3.0); /*--------------------------------*/ //Light pos for godrays float truepos = sign(sunPosition.z)*1.0; //1 -> sun / -1 -> moon lightColor = mix(sunlight*sunVisibility+0.00001,12.*moonlight*moonVisibility+0.00001,(truepos+1.0)/2.); if (length(lightColor)>0.001)lightColor = mix(lightColor,normalize(vec3(0.3,0.3,0.3))*pow(normalize(lightColor),vec3(0.4))*length(lightColor)*0.03,rainStrength)*(0.25+0.25*tr); /*------------------------------------------------*/ //Sky lighting float mcosS = max(SdotU,0.0); float skyMult = max(SdotU*0.1+0.1,0.0)/0.2*(1.0-rainStrength*0.6)*0.7; nsunlight = normalize(pow(mix(sunlight04 ,5.*sunlight04 *sunVisibility*(1.0-rainStrength*0.95)+vec3(0.3,0.3,0.35),rainStrength),vec3(2.2)))*0.6*skyMult; vec3 sky_color = vec3(0.15, 0.4, 1.); sky_color = normalize(mix(sky_color,2.*sunlight04 *sunVisibility*(1.0-rainStrength*0.95)+vec3(0.3,0.3,0.3)*length(sunlight04 ),rainStrength)); //normalize colors in order to don't change luminance sky1 = sky_color*0.6*skyMult; sky2 = mix(sky_color,mix(nsunlight,sky_color,rainStrength*0.9),1.0-max(mcosS-0.2,0.0)*0.5)*0.6*skyMult; cloudColor = sunlight04 *sunVisibility*(1.0-rainStrength*0.17)*length(rawAvg) + rawAvg*0.7*(1.0-rainStrength*0.1) + 2.0*moonlight*moonVisibility*(1.0-rainStrength*0.17); cloudColor2 = 0.1*sunlight*sunVisibility*(1.0-rainStrength*0.15)*length(rawAvg) + 1.5*length(rawAvg)*mix(vec3(0.15, 0.4, 1.),vec3(0.65, 0.65, 0.65),rainStrength)*(1.0-rainStrength*0.1) + 2.0*moonlight*moonVisibility*(1.0-rainStrength*0.15); vec2 centerLight = abs(lightPos*2.0-1.0); float distof = max(centerLight.x,centerLight.y); fading = clamp(1.0-distof*distof*distof*0.,0.0,1.0); /*-----------------------------------------------------*/ }