PlanetEditor/grk/cw 6/shaders/shader_sun.frag

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#version 430 core
uniform vec3 lightPos;
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uniform vec3 lightColor;
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uniform vec3 cameraPos;
uniform bool atmosphereCheck;
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uniform float time;
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in vec3 vecNormal;
in vec3 worldPos;
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in vec2 vtc;
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out vec4 outColor;
uniform sampler2D colorTexture;
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vec4 noiseColor;
vec3 toneMapping(vec3 color)
{
float exposure = 0.06;
vec3 mapped = 1 - exp(-color * exposure);
return mapped;
}
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float random (in vec2 _st) {
return fract(sin(dot(_st.xy,
vec2(-0.550,0.430)))*
43758.5453123);
}
float noise (in vec2 _st) {
vec2 i = floor(_st);
vec2 f = fract(_st);
float a = random(i);
float b = random(i + vec2(1.0, 0.0));
float c = random(i + vec2(0.0, 1.0));
float d = random(i + vec2(1.0, 1.0));
vec2 u = f * f * (3.0 - 2.0 * f);
return mix(a, b, u.x) +
(c - a)* u.y * (1.0 - u.x) +
(d - b) * u.x * u.y;
}
#define NUM_OCTAVES 5
float fbm ( in vec2 _st) {
float v = 0.0;
float a = 0.5;
vec2 shift = vec2(100.0);
mat2 rot = mat2(cos(0.5), sin(0.5),
-sin(0.5), cos(0.5));
for (int i = 0; i < NUM_OCTAVES; ++i) {
v += a * noise(_st);
_st = rot * _st * 2.0 + shift;
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a *= 0.75;
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}
return v;
}
vec4 noiseTexture(float time) {
vec2 st = vtc.xy * 9.;
vec3 color = vec3(0.0);
vec2 q = vec2(0.);
q.x = fbm(st + 0.0 * time);
q.y = fbm(st + vec2(1.0));
vec2 r = vec2(0.);
r.x = fbm(st + 1.0 * q + vec2(1.7, 9.2) + 0.15 * time);
r.y = fbm(st + 1.0 * q + vec2(8.3, 2.8) + 0.12 * time);
float f = fbm(st+r);
color = mix(vec3(0.667,0.640,0.088),
vec3(0.667,0.520,0.134),
clamp((f*f)*4.640,0.712,0.056));
color = mix(color,
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vec3(0.165,0.111,0.036),
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clamp(length(q),0.072,0.408));
color = mix(color,
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vec3(1.000,0.306,0.143),
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clamp(length(r.x),0.0,1.0));
noiseColor = vec4((f*f*f+1.384*f*f+1.044*f)*color,1.);
return noiseColor;
}
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void main()
{
vec3 normal = normalize(vecNormal);
vec3 viewDir = normalize(cameraPos - worldPos);
vec3 textureColor = texture2D(colorTexture, vtc).rgb;
if (atmosphereCheck)
{
float atmosphereDot = dot(normal, viewDir);
vec3 atmosphereColor = vec3(1.0, 0.08, 0.02);
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textureColor = mix(textureColor, atmosphereColor, pow(1 - atmosphereDot, 2));
}
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vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 15;
vec4 textureNoise = noiseTexture(time);
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vec3 mixedTexture = mix(textureColor, textureNoise.rgb, 0.45f);
vec3 toneMappedColor = toneMapping(mixedTexture * distance);
//gamma correction
toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
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vec3 textureToned = toneMappedColor * lightColor * 0.2f;
outColor = vec4(textureToned, 1.0);
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}