day-night loop, dynamic skybox, clock on debug panel

This commit is contained in:
MihailRis
2023-11-28 11:01:22 +03:00
parent 4a9a4ddd14
commit c08c31b0ad
24 changed files with 599 additions and 48 deletions
+13 -2
View File
@@ -7,6 +7,7 @@ layout (location = 2) in float v_light;
out vec4 a_color;
out vec2 a_texCoord;
out float a_distance;
out vec3 a_dir;
uniform mat4 u_model;
uniform mat4 u_proj;
@@ -14,10 +15,13 @@ uniform mat4 u_view;
uniform vec3 u_skyLightColor;
uniform vec3 u_cameraPos;
uniform float u_gamma;
uniform samplerCube u_cubemap;
uniform vec3 u_torchlightColor;
uniform float u_torchlightDistance;
#define SKY_LIGHT_MUL 2.5
vec4 decompress_light(float compressed_light) {
vec4 result;
int compressed = floatBitsToInt(compressed_light);
@@ -30,15 +34,22 @@ vec4 decompress_light(float compressed_light) {
void main(){
vec2 pos2d = (u_model * vec4(v_position, 1.0)).xz-u_cameraPos.xz;
vec4 modelpos = u_model * vec4(v_position+vec3(0,pow(length(pos2d)*0.0, 3.0),0), 1.0);
vec4 modelpos = u_model * vec4(v_position, 1.0);
vec4 viewmodelpos = u_view * modelpos;
vec4 decomp_light = decompress_light(v_light);
vec3 light = decomp_light.rgb;
float torchlight = max(0.0, 1.0-distance(u_cameraPos, modelpos.xyz)/u_torchlightDistance);
a_dir = modelpos.xyz - u_cameraPos;
light += torchlight * u_torchlightColor;
a_color = vec4(pow(light, vec3(u_gamma)),1.0f);
a_texCoord = v_texCoord;
a_color.rgb = max(a_color.rgb, u_skyLightColor.rgb*decomp_light.a);
vec3 skyLightColor = texture(u_cubemap, vec3(-0.4f, -0.4f, -0.4f)).rgb;
skyLightColor.g *= 0.9;
skyLightColor.b *= 0.8;
skyLightColor = min(vec3(1.0), skyLightColor*SKY_LIGHT_MUL);
a_color.rgb = max(a_color.rgb, skyLightColor.rgb*decomp_light.a);
a_distance = length(viewmodelpos);
gl_Position = u_proj * viewmodelpos;
}