/* -------------------------------------------------------------------------------- This source file is part of SkyX. Visit http://www.paradise-studios.net/products/skyx/ Copyright (C) 2009-2012 Xavier Verguín González This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. -------------------------------------------------------------------------------- */ // --------------------- SkyX moon material ------------------------ // ----------------------- GLSL Fragment --------------------------- // IN varying vec4 vUVYLength; // UNIFORM uniform vec3 uMoonPhase; uniform vec3 uMoonHalo1; uniform vec3 uMoonHalo2; uniform float uMoonHaloFlip; uniform sampler2D uMoon; uniform sampler2D uMoonHalo; void main(void) { // Output color gl_FragColor = texture2D(uMoon, vUVYLength.xy); // Moon phase + halo float radius = abs(uMoonPhase.x); vec2 center = vec2(uMoonPhase.y, 0.5); float dist = length(vUVYLength.xy - center); float att = clamp((radius-dist+0.015)*40.0, 0.0, 1.0); float UVYLength_x = vUVYLength.x; // GLSL warns about varying assignments if (uMoonHaloFlip > 0.5) { UVYLength_x = 1.0-vUVYLength.x; } vec2 haloUV = vec2(UVYLength_x/4.0, vUVYLength.y/2.0); vec2 halo1UV = vec2(uMoonHalo1.x + haloUV.x, uMoonHalo1.y + haloUV.y); vec2 halo2UV = vec2(uMoonHalo2.x + haloUV.x, uMoonHalo2.y + haloUV.y); float haloIntensity = texture2D(uMoonHalo, halo1UV).w*uMoonHalo1.z + texture2D(uMoonHalo, halo2UV).w*uMoonHalo2.z; haloIntensity = pow(haloIntensity, uMoonPhase.z); if (uMoonPhase.x > 0.0) { gl_FragColor.rgb *= 0.16 + (1.0-0.16)*(1.0-att); gl_FragColor.rgb += clamp(haloIntensity-gl_FragColor.r, 0.0, 1.0)*(1.0-(1.0-att)*gl_FragColor.a); } else { gl_FragColor.rgb *= 0.16 + (1.0-0.16)*att; gl_FragColor.rgb += clamp(haloIntensity-gl_FragColor.r, 0.0, 1.0)*(1.0-att*gl_FragColor.a); } gl_FragColor.rgb += (1.0-gl_FragColor.a)*1.4*(1.0-pow(gl_FragColor.a,2.0*haloIntensity)); // Anti-alias at moon edges hack gl_FragColor.rgb = clamp(gl_FragColor.rgb, 0.0, 1.0); gl_FragColor.a = max(gl_FragColor.a, haloIntensity); // Transparency at horizon gl_FragColor.w *= clamp((vUVYLength.z/vUVYLength.w)*10.0, 0.0, 1.0); }