#version 330 core
in vec2 uvPos;
in vec3 pos;
uniform sampler2D textureAtlas;
uniform float DayTime;
uniform vec4 sunTexture;
uniform vec4 moonTexture;
const vec4 DaySkyColor = vec4(0.49,0.66,1, 1);
const vec3 SunPos = vec3(0,0.1,0.5);
const vec3 MoonPos = vec3(0,0.1,-0.5);
vec2 TransformTextureCoord(vec4 TextureAtlasCoords, vec2 UvCoords) {
float x = TextureAtlasCoords.x;
float y = TextureAtlasCoords.y;
float w = TextureAtlasCoords.z;
float h = TextureAtlasCoords.w;
vec2 A = vec2(x, 1 - y - h);
vec2 B = vec2(x + w, 1 - y);
return A + UvCoords * (B - A);
}
vec4 Sun() {
vec3 sunDelta = (pos - SunPos)*3.0f;
float distanceToSun = length(sunDelta);
vec4 sunColor = texture(textureAtlas,TransformTextureCoord(sunTexture,(vec2(sunDelta.xy)+0.5f)));
vec4 sun = mix(vec4(0,0,0,1),sunColor,clamp(1-distanceToSun*2.0f,0,1));
return sun;
}
vec4 Moon() {
vec3 moonDelta = (pos - MoonPos)*4.5f;
float distanceToMoon = length(moonDelta);
vec4 moonColor = texture(textureAtlas,TransformTextureCoord(moonTexture,(vec2(moonDelta.xy)+0.5f)));
vec4 moon = mix(vec4(0,0,0,1),moonColor,clamp(1-distanceToMoon*2.0f,0,1));
return moon;
}
void main() {
vec4 starColor = vec4(0.0f, 0.04f, 0.06f, 1.0f);
gl_FragColor = mix(starColor, DaySkyColor, DayTime);
gl_FragColor += Sun();
gl_FragColor += Moon();
}