fix sky shader
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@@ -43,7 +43,7 @@ float calc_shadow(
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// TODO: add array textures support
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float calc_shadow(vec4 modelPos, vec3 realnormal, float distance) {
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#ifdef ENABLE_SHADOWS
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float s = pow(abs(cos(u_dayTime * PI2)), 0.25) * u_shadowsOpacity;
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float s = u_shadowsOpacity;
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vec3 normalOffset = realnormal * (distance > 64.0 ? 0.2 : 0.04);
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// as slow as mix(...)
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@@ -4,7 +4,7 @@
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#include <constants>
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vec3 pick_sky_color(samplerCube cubemap) {
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vec3 skyLightColor = texture(cubemap, vec3(0.8f, 0.01f, 0.4f)).rgb;
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vec3 skyLightColor = texture(cubemap, vec3(0.4f, 0.05f, 0.4f)).rgb;
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skyLightColor *= SKY_LIGHT_TINT;
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skyLightColor = min(vec3(1.0f), skyLightColor * SKY_LIGHT_MUL);
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skyLightColor = max(MIN_SKY_LIGHT, skyLightColor);
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@@ -268,7 +268,11 @@ void main() {
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camera_vector, // the camera vector (ray direction of this pixel)
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1e12f, // max dist, essentially the scene depth
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vec3(0.0f), // scene color, the color of the current pixel being rendered
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vec3(u_lightDir.x, pow(u_lightDir.y, 3.0), u_lightDir.z), // light direction
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vec3(
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u_lightDir.x,
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u_lightDir.y,
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u_lightDir.z
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), // light direction
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vec3(40.0*fog), // light intensity, 40 looks nice
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PLANET_POS, // position of the planet
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PLANET_RADIUS, // radius of the planet in meters
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