diff --git a/maps/shaders/khanat_sky.gdshader b/maps/shaders/khanat_sky.gdshader index f81742d..9e88927 100644 --- a/maps/shaders/khanat_sky.gdshader +++ b/maps/shaders/khanat_sky.gdshader @@ -51,6 +51,18 @@ float hash(vec3 p) { return fract(p.x * p.y * p.z * (p.x + p.y + p.z)); } +// Function to create projection plane for texture at a specific position +vec2 place_object(vec3 position, vec3 eyedir){ + //We define a local plane tangent to the skydome at the given position + //We work with everything normalized + vec3 n1 = normalize(cross(position,vec3(0.0,1.0,0.0))) ; + vec3 n2 = normalize(cross(position,n1)) ; + //We project EYEDIR on this plane with an approximate correction for projection + float x = dot(eyedir,n1) * 0.89 ; + float y = dot(eyedir,n2) * 0.89 ; + return vec2(x, y); +} + void sky() { if (LIGHT0_ENABLED) { float zenith_angle = clamp( dot(UP, normalize(LIGHT0_DIRECTION)), -1.0, 1.0 ); @@ -110,49 +122,33 @@ void sky() { float zabr_scale = radians(zabr_arc) ; float stigi_scale = radians(stigi_arc) ; + // Calculate respective plane with UV to place celestial object textures + vec2 samayun_uv = place_object(samayun_position, EYEDIR) ; + vec2 zabr_uv = place_object(zabr_position, EYEDIR) ; + vec2 stigi_uv = place_object(stigi_position, EYEDIR) ; + // Adding Samayun if (length(EYEDIR - normalize(samayun_position)) < samayun_scale / 2.0) { // we are in the area of the sky where samayun is placed - //We define a local plane tangent to the skydome at samayun_position - //We work with everything normalized - vec3 n1 = normalize(cross(samayun_position,vec3(0.0,1.0,0.0))) ; - vec3 n2 = normalize(cross(samayun_position,n1)) ; - //We project EYEDIR on this plane with an approximate correction for projection - float x = dot(EYEDIR,n1) * 0.89 ; - float y = dot(EYEDIR,n2) * 0.89 ; // If zabr is nearer at this place, do nothing if (length(EYEDIR - normalize(zabr_position)) < zabr_scale / 2.0 && length(zabr_position) < length(samayun_position)){ } else { // // Add samayun to the sky - COLOR += texture(samayun, vec2(x,y) / samayun_scale + vec2(0.5)).rgb * texture(samayun, vec2(x,y) / samayun_scale + vec2(0.5)).a; + COLOR += texture(samayun, samayun_uv / samayun_scale + vec2(0.5)).rgb * texture(samayun, samayun_uv / samayun_scale + vec2(0.5)).a; } } // Adding zabr if (length(EYEDIR - normalize(zabr_position)) < zabr_scale / 2.0) { // we are in the area of the sky where zabr is placed - //We define a local plane tangent to the skydome at zabr_position - //We work with everything normalized - vec3 z_n1 = normalize(cross(zabr_position,vec3(0.0,1.0,0.0))) ; - vec3 z_n2 = normalize(cross(zabr_position,z_n1)) ; - //We project EYEDIR on this plane with an approximate correction for projection - float z_x = dot(EYEDIR,z_n1) * 0.89 ; - float z_y = dot(EYEDIR,z_n2) * 0.89 ; // If samayun is nearer at this place, do nothing if (length(EYEDIR - normalize(samayun_position)) < samayun_scale / 2.0 && length(samayun_position) < length(zabr_position)){ } else { // Add zabr to the sky - COLOR += texture(zabr, vec2(z_x,z_y) / zabr_scale + vec2(0.5)).rgb * texture(zabr, vec2(z_x,z_y) / zabr_scale + vec2(0.5)).a; + COLOR += texture(zabr, zabr_uv / zabr_scale + vec2(0.5)).rgb * texture(zabr, zabr_uv / zabr_scale + vec2(0.5)).a; } } // Adding stigi if (length(EYEDIR - normalize(stigi_position)) < stigi_scale / 2.0) { // we are in the area of the sky where stigi is placed - //We define a local plane tangent to the skydome at stigi_position - //We work with everything normalized - vec3 s_n1 = normalize(cross(stigi_position,vec3(0.0,1.0,0.0))) ; - vec3 s_n2 = normalize(cross(stigi_position,s_n1)) ; - //We project EYEDIR on this plane with an approximate correction for projection - float s_x = dot(EYEDIR,s_n1) * 0.89 ; - float s_y = dot(EYEDIR,s_n2) * 0.89 ; // If samayun is nearer at this place, do nothing if (length(EYEDIR - normalize(samayun_position)) < samayun_scale / 2.0 && length(samayun_position) < length(stigi_position)){ } else { // Add stigi to the sky - COLOR += texture(stigi, vec2(s_x,s_y) / stigi_scale + vec2(0.5)).rgb * texture(stigi, vec2(s_x,s_y) / stigi_scale + vec2(0.5)).a; + COLOR += texture(stigi, stigi_uv / stigi_scale + vec2(0.5)).rgb * texture(stigi, stigi_uv / stigi_scale + vec2(0.5)).a; } } }