43 lines
1.4 KiB
GLSL
43 lines
1.4 KiB
GLSL
#version 150
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in vec2 vTexCoord;
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in vec4 fragPosition;
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in vec4 sunPosition;
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out vec4 oColor;
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uniform sampler2D uTexture;
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uniform sampler2D nightTexture;
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uniform float farPlane;
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uniform vec4 fogColor;
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uniform vec3 cameraCenter;
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uniform vec3 sunColor;
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uniform vec3 directionalVector;
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const float sunSize = 40.0;
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void main() {
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vec4 textureColor = vec4(0.0, 0.0, 0.0, 1.0);
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float sunAngle = -dot(normalize(directionalVector), vec3(0.0, 1.0, 0.0));
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vec4 dayColor = texture(uTexture, vTexCoord);
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if (sunAngle >= 0.0) {
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textureColor = mix(dayColor, texture(nightTexture, vTexCoord), sunAngle);
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textureColor = mix(vec4(0.0, 0.0, 0.0, 1.0), textureColor, 1.0 - sunAngle);
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}
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else {
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textureColor = dayColor;
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}
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float distanceToSun = length(sunPosition - fragPosition);
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float distanceCameraCenter = distance(cameraCenter, vec3(fragPosition));
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float fogFactor = clamp((1.0 - ((farPlane - 35.0) -distanceCameraCenter)/30.0), 0.0, 1.0);
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fogFactor *= clamp((1.0-((fragPosition.y-40.0)/30.0)), 0.0, 1.0);
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if (distanceToSun < sunSize) {
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float sunIntensity = clamp(0.3*exp(1/(distanceToSun/sunSize))-exp(1.0)*0.3, 0.0, 1.0);
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vec4 color = mix(textureColor, vec4(sunColor, sunIntensity), sunIntensity);
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oColor = mix(color, fogColor, fogFactor);
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}
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else {
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oColor = mix(textureColor, fogColor, fogFactor);
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}
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}
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