#line 2 /* * 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 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. * IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT * NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. * */ precision lowp int; precision highp float; precision highp sampler2D; in vec2 v_position2f; in vec3 v_position3f; layout(location = 0) out vec4 output4f; uniform vec3 u_moonColor3f; 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; 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 = 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))); }