48 lines
1.7 KiB
GLSL
48 lines
1.7 KiB
GLSL
#line 2
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/*
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* Copyright (c) 2023 lax1dude. All Rights Reserved.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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precision lowp int;
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precision highp float;
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precision highp sampler2D;
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in vec3 v_position3f;
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layout(location = 0) out vec4 output4f;
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#define SKY_BRIGHTNESS 0.05
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uniform sampler2D u_skyTexture;
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uniform vec2 u_skyTextureScale2f;
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void main() {
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gl_FragDepth = 0.0;
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vec3 viewDir = normalize(v_position3f);
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vec3 blending = abs(viewDir * viewDir * viewDir);
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blending = normalize(max(blending, 0.00001));
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float b = (blending.x + blending.y + blending.z);
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blending /= b;
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vec3 blendedSkyColor = texture(u_skyTexture, v_position3f.zy * u_skyTextureScale2f).rgb * blending.x;
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blendedSkyColor += texture(u_skyTexture, v_position3f.xz * u_skyTextureScale2f).rgb * blending.y;
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blendedSkyColor += texture(u_skyTexture, v_position3f.xy * u_skyTextureScale2f).rgb * blending.z;
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output4f = vec4(blendedSkyColor * blendedSkyColor * blendedSkyColor * SKY_BRIGHTNESS, 0.0);
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}
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