#version 330 core in vec3 pos; out vec4 fragColor; uniform sampler2DArray textureAtlas; uniform float DayTime; uniform vec4 sunTexture; uniform float sunTextureLayer; uniform vec4 moonTexture; uniform float moonTextureLayer; 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); vec3 TransformTextureCoord(vec4 TextureAtlasCoords, vec2 UvCoords, float Layer) { 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); vec2 transformed = A + UvCoords * (B - A); return vec3(transformed.x, transformed.y, Layer); } vec4 Sun() { vec3 sunDelta = (pos - SunPos) * 3.0f; float distanceToSun = length(sunDelta); vec4 sunColor = texture(textureAtlas, TransformTextureCoord(sunTexture, (vec2(sunDelta.xy) + 0.5f), sunTextureLayer)); 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), moonTextureLayer)); 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); fragColor = mix(starColor, DaySkyColor, DayTime); fragColor += Sun(); fragColor += Moon(); }