Finally working decent sky

This commit is contained in:
Vladislav Khorev committed 2024-06-09 01:09:17 +03:00
1 parent c475b1ecac
commit 04836f2271
25 files changed
+221 -98

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+21
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@@ -0,0 +1,21 @@
uniform samplerCube Env;
varying vec3 dir;
void main(){
gl_FragColor = textureCube(Env, normalize(dir));
vec4 fogColor = vec4(0.25, 0.55, 1.0, 1.0);
float coef = dir.y+1.0;
coef = clamp(coef, 0.0, 1.0);
gl_FragColor = mix(gl_FragColor,fogColor, coef);
//if (dir.z < 0)
//{
// gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
//}
//gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
+14
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@@ -0,0 +1,14 @@
attribute vec3 vPosition;
uniform mat4 ProjectionMatrix;
uniform mat3 ModelRotateMatrix;
uniform vec3 ModelTranslateVector;
varying vec3 dir;
void main(){
vec4 realVertexPos = vec4(ModelRotateMatrix * vPosition.xyz + ModelTranslateVector, 1.0);
gl_Position = ProjectionMatrix * realVertexPos;
dir = -vPosition;
}
+5 -3
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@@ -13,11 +13,13 @@ void main()
{
vec3 camVec2 = normalize(camVec);
/*camVec2.y = -camVec2.y;
vec4 reflectColor = textureCube(Env, camVec2);
gl_FragColor = vec4(reflectColor.xyz, 1.0f);
*/
/*
mat3 rot;
rot[0] = vec3(0.0,0.0,1.0);
@@ -44,9 +46,9 @@ void main()
vec4 reflectColor = textureCube(Env, dir1);
vec4 refractColor = textureCube(Env, dir2);
vec4 texColor = reflectColor*0.2 + refractColor*0.8;
vec4 texColor = reflectColor*0.5 + refractColor*0.5;
gl_FragColor = vec4(texColor.xyz, 1.0f);*/
gl_FragColor = vec4(texColor.xyz, 1.0f);
+1 -1
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@@ -17,7 +17,7 @@ void main()
texCoord = vTexCoord;
camVec = -(vPosition.xyz - CamPos);
camVec = (vPosition.xyz - CamPos);
//camVec = vec3(0, 1, 0);