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authorMatt Kosarek <matt.kosarek@canonical.com>2026-07-08 09:07:55 -0400
committerMatt Kosarek <matt.kosarek@canonical.com>2026-07-08 09:07:55 -0400
commitc8938fe29132a11126013ed1b010c3092f5645e4 (patch)
treef6a6cd0603f25d51c08e302cc4342c28f9e10806 /themes/src/shaders/sky_frag.cpp
parent418396ee5100eda8f6bc036ea35dbbe44db2f91a (diff)
feature: improved summer scene
Diffstat (limited to 'themes/src/shaders/sky_frag.cpp')
-rw-r--r--themes/src/shaders/sky_frag.cpp81
1 files changed, 81 insertions, 0 deletions
diff --git a/themes/src/shaders/sky_frag.cpp b/themes/src/shaders/sky_frag.cpp
new file mode 100644
index 0000000..400f07c
--- /dev/null
+++ b/themes/src/shaders/sky_frag.cpp
@@ -0,0 +1,81 @@
+#include "sky_frag.h"
+
+const char* shader_sky_frag = "precision highp float; \n"
+" \n"
+"varying vec2 vUv; \n"
+" \n"
+"uniform float time; // seconds, for slow cloud drift \n"
+"uniform float horizon; // screen-space y of the water horizon (~0.5) \n"
+" \n"
+"float hash(vec2 p) { \n"
+" p = fract(p * vec2(123.34, 456.21)); \n"
+" p += dot(p, p + 45.32); \n"
+" return fract(p.x * p.y); \n"
+"} \n"
+" \n"
+"float valueNoise(vec2 p) { \n"
+" vec2 i = floor(p); \n"
+" vec2 f = fract(p); \n"
+" float a = hash(i); \n"
+" float b = hash(i + vec2(1.0, 0.0)); \n"
+" float c = hash(i + vec2(0.0, 1.0)); \n"
+" float d = hash(i + vec2(1.0, 1.0)); \n"
+" vec2 u = f * f * (3.0 - 2.0 * f); \n"
+" return mix(mix(a, b, u.x), mix(c, d, u.x), u.y); \n"
+"} \n"
+" \n"
+"float fbm(vec2 p) { \n"
+" float v = 0.0; \n"
+" float amp = 0.5; \n"
+" for (int i = 0; i < 4; i++) { \n"
+" v += amp * valueNoise(p); \n"
+" p *= 2.0; \n"
+" amp *= 0.5; \n"
+" } \n"
+" return v; \n"
+"} \n"
+" \n"
+"const vec3 SKY_HORIZON = vec3(0.80, 0.88, 0.98); // matches water horizon fade \n"
+"const vec3 SKY_TOP = vec3(0.22, 0.48, 0.86); // deeper zenith blue \n"
+"const vec3 CLOUD_COLOR = vec3(1.00, 0.98, 0.95); // white, slightly warm \n"
+" \n"
+"const float DEPTH_BIAS = 0.05; // caps frequency at the horizon (larger = gentler shrink) \n"
+"const float CLOUD_FREQ = 2.7; // overall cloud scale (larger = more, smaller clouds) \n"
+"const float X_STRETCH = 0.35; // < 1 stretches clouds horizontally -> wispy \n"
+"const float CLOUD_THRESH = 0.55; // coverage cutoff; higher = sparser sky \n"
+"const float CLOUD_SOFT = 0.22; // edge softness of the cloud mask \n"
+"const float CLOUD_OPACITY = 0.85; // max cloud whiteness \n"
+"const float DRIFT_SPEED = 0.03; // slow lateral drift (noise units / sec) \n"
+"const float H_FADE = 0.12; // band over which clouds fade in above horizon \n"
+" \n"
+"void main() { \n"
+" // Height above the water horizon: 0 at the waterline, (1 - horizon) at the top. \n"
+" float above = max(vUv.y - horizon, 0.0); \n"
+" \n"
+" // Vertical gradient. \n"
+" float g = clamp(above / (1.0 - horizon), 0.0, 1.0); \n"
+" vec3 col = mix(SKY_HORIZON, SKY_TOP, pow(g, 0.75)); \n"
+" float haze = 1.0 - smoothstep(0.0, 0.35, g); \n"
+" col += vec3(0.06, 0.04, 0.00) * haze; \n"
+" \n"
+" // Flat cloud-ceiling perspective: distance along the view ~ 1/above, so \n"
+" // features shrink AND compress vertically toward the horizon. \n"
+" float depth = 1.0 / (above + DEPTH_BIAS); \n"
+" vec2 q; \n"
+" q.x = (vUv.x - 0.5) * depth; \n"
+" q.y = depth; \n"
+" \n"
+" vec2 p = vec2(q.x * X_STRETCH, q.y) * CLOUD_FREQ; \n"
+" p.x += time * DRIFT_SPEED; \n"
+" \n"
+" float n = fbm(p); \n"
+" float cloud = smoothstep(CLOUD_THRESH, CLOUD_THRESH + CLOUD_SOFT, n); \n"
+" \n"
+" // Fade clouds into the haze right at the horizon. \n"
+" cloud *= smoothstep(0.0, H_FADE, above); \n"
+" \n"
+" col = mix(col, CLOUD_COLOR, cloud * CLOUD_OPACITY); \n"
+" \n"
+" gl_FragColor = vec4(col, 1.0); \n"
+"} \n"
+" \n";