add clouds shader

This commit is contained in:
MihailRis 2026-02-12 18:19:25 +03:00
parent 28cd59ebde
commit 8153ddde89
8 changed files with 123 additions and 16 deletions

49
res/shaders/clouds.glslv Normal file
View file

@ -0,0 +1,49 @@
#include <commons>
layout (location = 0) in vec3 v_position;
layout (location = 1) in vec2 v_texCoord;
layout (location = 2) in vec4 v_light;
layout (location = 3) in vec4 v_normal;
#include <world_vertex_header>
#include <lighting>
#include <fog>
#include <sky>
uniform float u_dayTime;
out vec4 a_torchLight;
void main() {
a_modelpos = u_model * vec4(v_position, 1.0f);
a_modelpos.x += sin(u_timer * 0.05 + a_modelpos.z * 0.002) * 1.5;
a_modelpos.z += sin(u_timer * 0.2 + a_modelpos.x * 0.002) * 1.5;
a_modelpos.y += sin(u_timer * 0.1 + (a_modelpos.x + a_modelpos.z) * 0.001) * 2.0;
vec3 pos3d = a_modelpos.xyz - u_cameraPos;
a_realnormal = v_normal.xyz * 2.0 - 1.0;
a_normal = calc_screen_normal(a_realnormal);
a_torchLight = vec4(calc_torch_light(
v_light.rgb, a_realnormal, a_modelpos.xyz, u_torchlightColor, u_gamma
), 1.0);
a_texCoord = v_texCoord;
a_dir = a_modelpos.xyz - u_cameraPos;
vec3 skyLightColor = pick_sky_color(u_skybox, u_dayTime);
a_skyLight = skyLightColor.rgb*v_light.a;
mat4 viewmodel = u_view * u_model;
a_distance = length(viewmodel * vec4(pos3d, 0.0));
#ifndef ADVANCED_RENDER
a_fog = calc_fog(length(viewmodel * vec4(pos3d * FOG_POS_SCALE, 0.0)) / 256.0);
#endif
a_emission = v_normal.w;
vec4 viewmodelpos = u_view * a_modelpos;
a_position = viewmodelpos.xyz;
gl_Position = u_proj * viewmodelpos;
}