mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-22 23:30:14 +00:00
- Tighten celestial glow falloff and edge fade to eliminate visible quad boundary - Add opacity support to minimap display shader, synced with UI opacity setting - Fix audio double/triple-scaling by removing redundant master volume multiplications - Rename "Original Soundtrack" toggle to "Enable WoWee Music" - Add About tab with developer info and GitHub link
61 lines
2 KiB
GLSL
61 lines
2 KiB
GLSL
#version 450
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layout(push_constant) uniform Push {
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mat4 model;
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vec4 celestialColor; // xyz = color, w = unused
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float intensity;
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float moonPhase;
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float animTime;
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} push;
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layout(location = 0) in vec2 TexCoord;
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layout(location = 0) out vec4 outColor;
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float valueNoise(vec2 p) {
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vec2 i = floor(p);
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vec2 f = fract(p);
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f = f * f * (3.0 - 2.0 * f);
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float a = fract(sin(dot(i, vec2(127.1, 311.7))) * 43758.5453);
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float b = fract(sin(dot(i + vec2(1.0, 0.0), vec2(127.1, 311.7))) * 43758.5453);
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float c = fract(sin(dot(i + vec2(0.0, 1.0), vec2(127.1, 311.7))) * 43758.5453);
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float d = fract(sin(dot(i + vec2(1.0, 1.0), vec2(127.1, 311.7))) * 43758.5453);
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return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
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}
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void main() {
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vec2 uv = TexCoord - 0.5;
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float dist = length(uv);
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// Hard disc with smooth edge
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float disc = smoothstep(0.42, 0.35, dist);
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// Soft glow that fades to zero well within quad bounds
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float glow = exp(-dist * dist * 32.0) * 0.5;
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// Combine disc and glow
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float alpha = max(disc, glow) * push.intensity;
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// Fade to zero well before quad edges
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float edgeFade = 1.0 - smoothstep(0.30, 0.38, dist);
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alpha *= edgeFade;
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vec3 color = push.celestialColor.rgb;
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// Animated haze/turbulence overlay for the sun disc
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if (push.intensity > 0.5) {
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float noise = valueNoise(uv * 8.0 + vec2(push.animTime * 0.3, push.animTime * 0.2));
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float noise2 = valueNoise(uv * 16.0 - vec2(push.animTime * 0.5, push.animTime * 0.15));
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float turbulence = (noise * 0.6 + noise2 * 0.4) * disc;
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color += vec3(turbulence * 0.3, turbulence * 0.15, 0.0);
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}
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// Moon phase shadow (only applied when intensity < 0.5, i.e. for moons)
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float phaseX = uv.x * 2.0 + push.moonPhase;
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float phaseShadow = smoothstep(-0.1, 0.1, phaseX);
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alpha *= mix(phaseShadow, 1.0, step(0.5, push.intensity));
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if (alpha < 0.01) discard;
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// Pre-multiply for additive blending: RGB is the light contribution
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outColor = vec4(color * alpha, alpha);
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}
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