104 lines
3.6 KiB
GLSL
104 lines
3.6 KiB
GLSL
#version 120
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#define Lens_Flares_Strength 4.0 //Adjust the lens flare strength [1.0 4.0 16.0 32.0 64.0]
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#define lightingColors
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#include "shaders.settings"
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varying vec2 texcoord;
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varying vec3 lightColor;
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varying vec3 sunVec;
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varying vec3 upVec;
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varying vec3 sky1;
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varying vec3 sky2;
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varying float tr;
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varying vec2 lightPos;
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varying vec3 sunlight;
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varying vec3 nsunlight;
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varying vec3 rawAvg;
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varying float SdotU;
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varying float sunVisibility;
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varying float moonVisibility;
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uniform vec3 sunPosition;
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uniform vec3 upPosition;
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uniform int worldTime;
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uniform float rainStrength;
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uniform mat4 gbufferProjection;
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const vec3 ToD[7] = vec3[7]( vec3(0.58597,0.16,0.005),
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vec3(0.58597,0.31,0.08),
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vec3(0.58597,0.45,0.16),
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vec3(0.58597,0.5,0.35),
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vec3(0.58597,0.5,0.36),
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vec3(0.58597,0.5,0.37),
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vec3(0.58597,0.5,0.38));
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void main() {
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//lightpos
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vec4 tpos = vec4(sunPosition,1.0)*gbufferProjection;
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tpos = vec4(tpos.xyz/tpos.w,1.0);
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vec2 pos1 = tpos.xy/tpos.z;
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lightPos = pos1*0.5+0.5;
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/*----------------------------*/
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//Position
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gl_Position = ftransform();
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texcoord = (gl_MultiTexCoord0).xy;
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/*--------------------------------*/
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//Sun/moon pos
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sunVec = normalize(sunPosition);
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upVec = normalize(upPosition);
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SdotU = dot(sunVec,upVec);
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sunVisibility = pow(clamp(SdotU+0.15,0.0,0.15)/0.15,4.0);
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moonVisibility = pow(clamp(-SdotU+0.15,0.0,0.15)/0.15,4.0);
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/*--------------------------------*/
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//reduced the sun color to a 7 array
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float hour = max(mod(worldTime/1000.0+2.0,24.0)-2.0,0.0); //-0.1
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float cmpH = max(-abs(floor(hour)-6.0)+6.0,0.0); //12
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float cmpH1 = max(-abs(floor(hour)-5.0)+6.0,0.0); //1
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vec3 temp = ToD[int(cmpH)];
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vec3 temp2 = ToD[int(cmpH1)];
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sunlight = mix(temp,temp2,fract(hour));
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sunlight.rgb += vec3(r_multiplier,g_multiplier,b_multiplier); //allows lighting colors to be tweaked.
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sunlight.rgb *= light_brightness; //brightness needs to be adjusted if we tweak lighting colors.
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vec2 trCalc = min(abs(worldTime-vec2(23000.0,12700.0)),750.0);
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tr = max(min(trCalc.x,trCalc.y)/375.0-1.0,0.0);
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/*--------------------------------*/
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float tr2 = clamp(min(min(distance(float(worldTime),23000.0),750.0),min(distance(float(worldTime),12700.0),800.0))/800.0-0.5,0.0,1.0)*2.0;
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vec4 bounced = vec4(0.5,0.66,1.3,0.27);
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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);
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const vec3 moonlight = vec3(0.0016, 0.00288, 0.00448);
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rawAvg = (sun_ambient*sunVisibility + 8.0*moonlight*moonVisibility)*(0.05+tr2*0.15)*4.7+0.0002;
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float truepos = sign(sunPosition.z)*1.0; //1 -> sun / -1 -> moon
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lightColor = mix(vec3(Lens_Flares_Strength)*sunVisibility+0.00001,12.*moonlight*moonVisibility+0.00001,(truepos+1.0)/2.);
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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*tr2);
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float mcosS = max(SdotU,0.0);
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vec3 sunlight04 = pow(sunlight,vec3(0.454));
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float skyMult = max(SdotU*0.1+0.1,0.0)/0.2*(1.0-rainStrength*0.6)*0.7;
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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;
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vec3 sky_color = vec3(0.05, 0.32, 1.);
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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
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sky1 = sky_color*0.6*skyMult;
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sky2 = mix(sky_color,mix(nsunlight,sky_color,rainStrength*0.9),1.0-max(mcosS-0.2,0.0)*0.5)*0.6*skyMult;
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}
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