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prism/engine/base/shaders/sky.frag.glsl
Joshua Goins ca2c2c9d3d Move all engine-specific models, materials etc. to a new base directory
This is a huge change, and basically breaks everything (as per usual!)

First of, this includes stuff like shaders so anything involving those
are broken and then fixed. A new BuildAssets cmake file is added to
aid in running AssetCompiler, and it seems to work fine on the engine
base assets.

The File API will eventually be revamped to handle this new way of
organizing the files and domains will eventually be gotten rid of all
together since I probably will replace it with game directory
priorities. As it stands right now, there isn't a way to easily
replace say - render_options.cfg with your own game-specific version.

Apple builds are probably broken by this commit (since I'm moving
around content and shader directories) to be fixed later.
2022-05-21 18:28:48 -04:00

47 lines
1.2 KiB
GLSL

#include "atmosphere.glsl"
layout (location = 0) in vec2 in_uv;
layout (location = 0) out vec4 out_color;
layout(push_constant) uniform PushConstant{
mat4 view;
vec4 sun_position_fov;
float aspect;
};
vec3 sky_ray(const vec2 uv) {
const float d = 0.5 / tan(sun_position_fov.w / 2.0);
return normalize(vec3((uv.x - 0.5) * aspect,
uv.y - 0.5,
d));
}
void main() {
const vec3 color = atmosphere(
// ray direction
normalize(mat3(view) * sky_ray(in_uv)),
// ray origin
vec3(0, 6372e3, 0),
// position of the sun in world space (this will be normalized)
sun_position_fov.xyz,
// intensity of the sun
22.0,
// radius of the plant in meters
6371e3,
// radius of the atmosphere in meters
6471e3,
// Rayleigh scattering coefficient
vec3(5.5e-6, 13.0e-6, 22.4e-6),
// Mie scattering coefficient
21e-6,
// Rayleigh scale height
8e3,
// Mie scale height
1.2e3,
// Mie preferred scattering direction
0.758
);
out_color = vec4(color, 1.0);
}