107 lines
3.3 KiB
GLSL
107 lines
3.3 KiB
GLSL
#version 120
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#define final
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#include "shaders.settings"
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varying vec2 texcoord;
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#if defined Rain_Drops || defined Bloom
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uniform ivec2 eyeBrightnessSmooth;
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uniform float rainStrength;
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#endif
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#ifdef Rain_Drops
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varying vec2 rainPos1;
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varying vec2 rainPos2;
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varying vec2 rainPos3;
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varying vec2 rainPos4;
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varying vec4 weights;
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uniform float frameTimeCounter;
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vec2 noisepattern(vec2 pos) {
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return vec2(abs(fract(sin(dot(pos, vec2(83147.6995379f, 125370.887575f))))));
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}
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#endif
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#ifdef Bloom
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varying float eyeAdaptBloom;
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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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const vec3 ToD[7] = vec3[7]( vec3(0.58597,0.16,0.025),
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vec3(0.58597,0.4,0.2),
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vec3(0.58597,0.52344,0.24680),
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vec3(0.58597,0.55422,0.34),
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vec3(0.58597,0.57954,0.38),
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vec3(0.58597,0.58,0.40),
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vec3(0.58597,0.58,0.40));
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float luma(vec3 color) {
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return dot(color,vec3(0.299, 0.587, 0.114));
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}
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#endif
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void main() {
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gl_Position = ftransform();
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texcoord = (gl_MultiTexCoord0).xy;
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#ifdef Bloom
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texcoord = (gl_MultiTexCoord0).xy;
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//Sun/Moon position
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vec3 sunVec = normalize(sunPosition);
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vec3 upVec = normalize(upPosition);
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float SdotU = dot(sunVec,upVec);
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float sunVisibility = pow(clamp(SdotU+0.15,0.0,0.15)/0.15,4.0);
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float 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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vec3 sunlight = mix(temp,temp2,fract(hour));
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/*--------------------------------*/
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//Lighting
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float eyebright = max(eyeBrightnessSmooth.y/255.0-0.5/16.0,0.0)*1.03225806452;
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float SkyL2 = mix(1.0,eyebright*eyebright,eyebright);
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vec2 trCalc = min(abs(worldTime-vec2(23250.0,12700.0)),750.0);
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float tr = max(min(trCalc.x,trCalc.y)/375.0-1.0,0.0);
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vec4 bounced = vec4(0.5*SkyL2,0.66*SkyL2,0.7,0.3);
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vec3 sun_ambient = bounced.w * (vec3(0.25,0.62,1.32)-rainStrength*vec3(0.11,0.32,1.07)) + sunlight*(bounced.x + bounced.z);
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const vec3 moonlight = vec3(0.0035, 0.0063, 0.0098);
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vec3 avgAmbient =(sun_ambient*sunVisibility + moonlight*moonVisibility)*eyebright*eyebright*(0.05+tr*0.15)*4.7+0.0006;
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eyeAdaptBloom = log(clamp(luma(avgAmbient),0.007,80.0))/log(2.6)*0.35;
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eyeAdaptBloom = 1.0/pow(2.6,eyeAdaptBloom)*1.75;
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#endif
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#ifdef Rain_Drops
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const float lifetime = 4.0; //water drop lifetime in seconds
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float ftime = frameTimeCounter*2.0/lifetime;
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vec2 drop = vec2(0.0,fract(frameTimeCounter/20.0));
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rainPos1 = fract((noisepattern(vec2(-0.94386347*floor(ftime*0.5+0.25),floor(ftime*0.5+0.25))))*0.8+0.1 - drop);
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rainPos2 = fract((noisepattern(vec2(0.9347*floor(ftime*0.5+0.5),-0.2533282*floor(ftime*0.5+0.5))))*0.8+0.1- drop);
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rainPos3 = fract((noisepattern(vec2(0.785282*floor(ftime*0.5+0.75),-0.285282*floor(ftime*0.5+0.75))))*0.8+0.1- drop);
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rainPos4 = fract((noisepattern(vec2(-0.347*floor(ftime*0.5),0.6847*floor(ftime*0.5))))*0.8+0.1- drop);
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weights.x = 1.0-fract((ftime+0.5)*0.5);
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weights.y = 1.0-fract((ftime+1.0)*0.5);
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weights.z = 1.0-fract((ftime+1.5)*0.5);
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weights.w = 1.0-fract(ftime*0.5);
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weights *= rainStrength*clamp((eyeBrightnessSmooth.y-220)/15.0,0.0,1.0);
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#endif
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}
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