Bliss-Shader/shaders/lib/sky_gradient.glsl
2024-11-16 18:15:48 +01:00

206 lines
5.3 KiB
GLSL

#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 * 10.0 + 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);
vec2 clampUV = vec2(1.0);
p = clamp(p*2.0-1.0, -clampUV, clampUV)*0.5+0.5;
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);
vec2 uv = clamp(p, 0.0, 1.0) * texelSize*256. + vec2(18.5+257.,1.5)*texelSize;
return texture2D(sampler, uv);
}
vec4 skyCloudsFromTexBLUR(vec3 pos,sampler2D sampler, float scaler){
vec2 p = sphereToCarte(pos);
vec2 scaleA = texelSize*256.;
vec2 scaleB = vec2(18.5+257.,1.5)*texelSize;
vec2 posi = p;
vec2 uv = clamp(posi, 0.0, 1.0)*scaleA + scaleB;
vec4 color = texture2D(sampler, uv);
return color;
}
vec4 skyCloudsFromTexLOD(vec3 pos,sampler2D sampler, float roughness){
vec2 p = sphereToCarte(pos);
roughness = (1-pow(1-roughness,3));
float Y = min(max(p.y-0.5,0)*50.0,1);
p = mix(p, ((p-0.5) - (p-0.5)*roughness) + 0.5, Y);
// p = ((p-0.5) - (p-0.5)*roughness) + 0.5;
vec2 clampUV = vec2(1.0);
p = clamp(p*2.0-1.0, -clampUV, clampUV)*0.5+0.5;
vec2 uv = p*texelSize*256.+vec2(18.5+257.,1.5)*texelSize;
return texture2D(sampler, uv);
}
vec4 volumetricsFromTex(vec3 pos,sampler2D sampler, float LOD){
vec2 p = sphereToCarte(pos);
p = clamp(p, 0.0, 1.0);
vec2 uv = p*texelSize*256. + vec2(256.0 - 256.0*0.12,1.5)*texelSize;
return texture2DLod(sampler, uv, LOD);
}