#include "sun_frag.h" const char* shader_sun_frag = "varying lowp vec4 VertexColor; \n" "varying lowp vec2 TexCoord; \n" "uniform lowp float time; \n" " \n" "// Simple noise function for edge distortion \n" "lowp float noise(lowp vec2 p) { \n" " return sin(p.x * 10.0 + time) * cos(p.y * 10.0 + time * 0.5) * 0.5 + 0.5; \n" "} \n" " \n" "void main() { \n" " // TexCoord is now normalized: center is (0,0), edges are at distance ~1 \n" " lowp float dist = length(TexCoord); \n" " \n" " // Add animated noise to the edge \n" " lowp float angle = atan(TexCoord.y, TexCoord.x); \n" " lowp float wave = sin(angle * 8.0 + time * 2.0) * 0.05 + sin(angle * 4.0 - time * 1.5) * 0.03; \n" " lowp float noiseValue = noise(TexCoord + time * 0.1) * 0.02; \n" " \n" " // Create soft edge using smoothstep - ensure fade reaches zero at the actual edge \n" " lowp float innerEdge = 0.2; \n" " lowp float outerEdge = 1.0; \n" " lowp float alpha = 1.0 - smoothstep(innerEdge, outerEdge, dist); \n" " \n" " // Apply wave distortion to the edge \n" " alpha *= 1.0 - smoothstep(0.85 + wave + noiseValue * 2.0, 1.0, dist); \n" " \n" " // Make edges even more transparent with additional fade \n" " alpha = alpha * alpha * alpha; \n" " \n" " // Add slight glow effect at the edge \n" " lowp float glow = smoothstep(0.5, 0.8, dist) * (1.0 - smoothstep(0.8, 1.0, dist)); \n" " \n" " // Create orange gradient from center \n" " lowp vec3 orangeColor = vec3(1.0, 0.5, 0.1); \n" " lowp float centerGradient = smoothstep(0.6, 0.0, dist); \n" " lowp vec3 baseColor = mix(VertexColor.rgb, orangeColor, centerGradient * 0.6); \n" " \n" " // Mix in the glow with a brighter color \n" " lowp vec3 glowColor = baseColor * 1.3; \n" " lowp vec3 finalColor = mix(baseColor, glowColor, glow * 0.5); \n" " \n" " gl_FragColor = vec4(finalColor, VertexColor.a * alpha); \n" "} \n" " \n";