diff options
Diffstat (limited to 'themes/src/shaders/sky_frag.cpp')
| -rw-r--r-- | themes/src/shaders/sky_frag.cpp | 81 |
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"; |
