#define ffstep(x,y) clamp((y - x) * 1e35,0.0,1.0) vec3 drawSun(float cosY, float sunInt,vec3 nsunlight,vec3 inColor){ return inColor+nsunlight/0.0008821203*pow(smoothstep(cos(0.0093084168595*3.2),cos(0.0093084168595*1.8),cosY),3.)*0.62; } vec3 drawMoon(vec3 PlayerPos, vec3 WorldSunVec, vec3 Color, inout vec3 occludeStars){ float Shape = clamp((exp(1 + -1000 * dot(WorldSunVec+PlayerPos,PlayerPos)) - 1.5),0.0,25.0); occludeStars *= max(1.0-Shape*5,0.0); float shape2 = pow(exp(Shape * -10),0.15) * 255.0; vec3 sunNormal = vec3(dot(WorldSunVec+PlayerPos, vec3(shape2,0,0)), dot(PlayerPos+WorldSunVec, vec3(0,shape2,0)), -dot(WorldSunVec, PlayerPos) * 15.0); // even has a little tilt approximation haha.... yeah.... vec3[8] phase = vec3[8]( vec3( -1.0, -0.5, 1.0 ), vec3( -1.0, -0.5, 0.35 ), vec3( -1.0, -0.5, 0.2 ), vec3( -1.0, -0.5, 0.1 ), vec3( 1.0, 0.25, -1.0 ), vec3( 1.0, 0.25, 0.1 ), vec3( 1.0, 0.25, 0.2 ), vec3( 1.0, 0.25, 0.35 ) ); vec3 LightDir = phase[moonPhase]; return Shape * pow(clamp(dot(sunNormal,LightDir)/5,0.0,1.5),5) * Color + clamp(Shape * 4.0 * pow(shape2/200,2.0),0.0,1.0)*0.004; } const float pi = 3.141592653589793238462643383279502884197169; float w0(float a) { return (1.0/6.0)*(a*(a*(-a + 3.0) - 3.0) + 1.0); } float w1(float a) { return (1.0/6.0)*(a*a*(3.0*a - 6.0) + 4.0); } float w2(float a) { return (1.0/6.0)*(a*(a*(-3.0*a + 3.0) + 3.0) + 1.0); } float w3(float a) { return (1.0/6.0)*(a*a*a); } float g0(float a) { return w0(a) + w1(a); } float g1(float a) { return w2(a) + w3(a); } float h0(float a) { return -1.0 + w1(a) / (w0(a) + w1(a)); } float h1(float a) { return 1.0 + w3(a) / (w2(a) + w3(a)); } vec4 texture2D_bicubic(sampler2D tex, vec2 uv) { vec4 texelSize = vec4(texelSize,1.0/texelSize); uv = uv*texelSize.zw; vec2 iuv = floor( uv ); vec2 fuv = fract( uv ); float g0x = g0(fuv.x); float g1x = g1(fuv.x); float h0x = h0(fuv.x); float h1x = h1(fuv.x); float h0y = h0(fuv.y); float h1y = h1(fuv.y); vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - 0.5) * texelSize.xy; vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - 0.5) * texelSize.xy; vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - 0.5) * texelSize.xy; vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - 0.5) * texelSize.xy; return g0(fuv.y) * (g0x * texture2D(tex, p0) + g1x * texture2D(tex, p1)) + g1(fuv.y) * (g0x * texture2D(tex, p2) + g1x * texture2D(tex, p3)); } vec4 texture2D_bicubic_offset(sampler2D tex, vec2 uv, float noise, float scale) { float offsets = noise * (2.0 * 3.141592653589793238462643383279502884197169); vec2 circleOffsets = vec2(sin(offsets), cos(offsets)) * scale; #ifdef SCREENSHOT_MODE circleOffsets = vec2(0.0); #endif vec4 texelSize = vec4(texelSize,1.0/texelSize); uv = (uv + texelSize.xy)*texelSize.zw; vec2 iuv = floor( uv + circleOffsets ); vec2 fuv = fract( uv + circleOffsets ); float g0x = g0(fuv.x); float g1x = g1(fuv.x); float h0x = h0(fuv.x); float h1x = h1(fuv.x); float h0y = h0(fuv.y); float h1y = h1(fuv.y); vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - 0.5) * (texelSize.xy); vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - 0.5) * (texelSize.xy); vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - 0.5) * (texelSize.xy); vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - 0.5) * (texelSize.xy); return (g0(fuv.y) * (g0x * texture2D(tex, p0) + g1x * texture2D(tex, p1)) + g1(fuv.y) * (g0x * texture2D(tex, p2) + g1x * texture2D(tex, p3))); } vec2 sphereToCarte(vec3 dir) { float lonlat = clamp(atan(-dir.x, -dir.z), -pi, pi); return vec2(lonlat * (0.5/pi) +0.5,0.5*dir.y+0.5); } vec3 skyFromTex(vec3 pos,sampler2D sampler){ vec2 p = sphereToCarte(pos); return texture2D(sampler,p*texelSize*256.+vec2(18.5,1.5)*texelSize).rgb; } vec3 skyFromTexLOD(vec3 pos,sampler2D sampler, float LOD){ vec2 p = sphereToCarte(pos); return texture2DLod(sampler,p*texelSize*256.+vec2(18.5,1.5)*texelSize,LOD).rgb; } vec4 skyCloudsFromTex(vec3 pos,sampler2D sampler){ vec2 p = sphereToCarte(pos); return texture2D(sampler,p*texelSize*256.+vec2(18.5+257.,1.5)*texelSize); } vec4 skyCloudsFromTexLOD(vec3 pos,sampler2D sampler, float LOD){ vec2 p = sphereToCarte(pos); return texture2DLod(sampler,p*texelSize*256. + vec2(18.5 + 257., 1.5)*texelSize,LOD); } vec4 skyCloudsFromTexLOD2(vec3 pos,sampler2D sampler, float LOD){ vec2 p = sphereToCarte(pos); return texture2DLod(sampler,p*texelSize*256. + vec2(256.0 - 256.0*0.12,1.5)*texelSize,LOD); }