Files
sinbad/shaders/clouds.fs
T

70 lines
1.7 KiB
GLSL

#version 330
in vec2 fragWorldPos;
out vec4 finalColor;
uniform float time;
uniform float cloudScale = 0.018;
uniform vec2 driftDirection = vec2(1.0, 0.35);
uniform float driftSpeed = 4.0;
uniform float coverage = 0.99;
uniform float softness = 0.12;
uniform vec4 cloudColor = vec4(1.0, 1.0, 1.0, 0.8);
uniform bool isShadowPass = false;
uniform vec2 shadowWorldOffset = vec2(48.0, 72.0);
uniform vec4 shadowColor = vec4(0.0, 0.05, 0.1, 0.35);
vec2 pixelizeCoordinates(vec2 coordinates)
{
return floor(coordinates);
}
float hash(vec2 p)
{
p = fract(p * vec2(123.34, 456.21));
p += dot(p, p + 45.32);
return fract(p.x * p.y);
}
float valueNoise(vec2 p)
{
vec2 i = floor(p);
vec2 f = fract(p);
float a = hash(i);
float b = hash(i + vec2(1.0, 0.0));
float c = hash(i + vec2(0.0, 1.0));
float d = hash(i + vec2(1.0, 1.0));
vec2 u = f * f * (3.0 - 2.0 * f);
return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
}
float cloudField(vec2 p)
{
float value = 0.0;
float amplitude = 0.5;
for (int i = 0; i < 4; i++) {
value += amplitude * valueNoise(p);
p *= 2.0;
amplitude *= 0.5;
}
return value;
}
void main()
{
vec2 worldPos = fragWorldPos;
if (isShadowPass) {
worldPos -= shadowWorldOffset;
}
vec2 pixelized = pixelizeCoordinates(worldPos);
vec2 drift = normalize(driftDirection) * time * driftSpeed;
float density = cloudField((pixelized + drift) * cloudScale);
float mask = smoothstep(coverage - softness, coverage + softness, density);
vec4 layerColor = isShadowPass ? shadowColor : cloudColor;
finalColor = vec4(layerColor.rgb, layerColor.a * mask);
}