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