Update #50 - Bug fixes and shader improvements

This commit is contained in:
lax1dude
2025-02-22 16:52:35 -08:00
parent b0a2739fe1
commit 7e772e2502
133 changed files with 3064 additions and 2299 deletions

View File

@ -1,7 +1,7 @@
#line 2
/*
* Copyright (c) 2023 lax1dude. All Rights Reserved.
* Copyright (c) 2023-2025 lax1dude. All Rights Reserved.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
@ -31,21 +31,40 @@ uniform vec3 u_lightDir3f;
uniform sampler2D u_moonTextures;
uniform sampler2D u_cloudsTexture;
#define MOON_SURFACE 0.9
#define MOON_MARGIN 0.0125
void main() {
gl_FragDepth = 0.0;
vec4 color4f = texture(u_moonTextures, v_position2f);
if(color4f.a < 0.99) {
discard;
vec2 coord2f = v_position2f * 2.0 - 1.0;
vec2 texUV = (coord2f * (1.0 / (MOON_SURFACE + MOON_MARGIN))) * 0.5 + 0.5;
vec4 color4f = vec4(0.0);
if(texUV == clamp(texUV, vec2(0.0), vec2(1.0))) {
color4f = texture(u_moonTextures, texUV);
}
vec3 moonNormal3f;
moonNormal3f.xy = color4f.rg * 2.0 - 1.0;
moonNormal3f.z = sqrt(1.0 - dot(moonNormal3f.xy, moonNormal3f.xy));
float NdotV = dot(moonNormal3f, u_lightDir3f);
output4f = vec4(u_moonColor3f * (color4f.b * color4f.b * mix(max(NdotV, 0.0), max(NdotV + 0.45, 0.0) * 0.5f, max(u_lightDir3f.z * u_lightDir3f.z * -u_lightDir3f.z, 0.0))), 0.0);
float NdotV = max(dot(moonNormal3f, u_lightDir3f), 0.0);
vec3 viewDir = normalize(v_position3f);
vec2 surfaceCoord2f = coord2f * (1.0 / MOON_SURFACE);
vec3 moonAtmosNormalInner3f = vec3(surfaceCoord2f, sqrt(1.0 - dot(surfaceCoord2f, surfaceCoord2f)));
vec3 moonAtmosNormalOuter3f = vec3(surfaceCoord2f, sqrt(-1.0 + dot(surfaceCoord2f, surfaceCoord2f)));
float NdotVInner = max(dot(moonAtmosNormalInner3f, u_lightDir3f), 0.0);
float NdotVOuter = max(dot(moonAtmosNormalOuter3f, u_lightDir3f) + 0.65, 0.0);
float atmosInner = max((MOON_SURFACE * 0.2) / moonAtmosNormalInner3f.z - 0.2, 0.0);
float atmosOuter = max((MOON_SURFACE * 0.2) / moonAtmosNormalOuter3f.z - 0.4, 0.0);
output4f = vec4(u_moonColor3f * (color4f.b * color4f.b * NdotV + (NdotVInner * atmosInner + NdotVOuter * atmosOuter * vec3(0.8, 0.825, 0.9)) * (0.5 - max(u_lightDir3f.z, 0.0) * 0.25)), 0.0);
if(viewDir.y < 0.01) {
return;
}
vec2 cloudSampleCoord2f = (viewDir.xz / (viewDir.y + 1.0)) * 0.975 * 0.5 + 0.5;
vec4 cloudSample = textureLod(u_cloudsTexture, cloudSampleCoord2f, 0.0);
output4f.rgb = mix(output4f.rgb, output4f.rgb * max(cloudSample.a * 1.25 - 0.25, 0.0), smoothstep(0.0, 1.0, min(viewDir.y * 8.0, 1.0)));