Adding respective distance zabr and samayun for display priority in the sky
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e9aeddbf28
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2 changed files with 24 additions and 16 deletions
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@ -30,10 +30,10 @@ shader_param/sun_disk_scale = 1.0
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shader_param/ground_color = Color(0.1, 0.07, 0.034, 1)
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shader_param/ground_color = Color(0.1, 0.07, 0.034, 1)
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shader_param/exposure = 0.1
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shader_param/exposure = 0.1
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shader_param/dither_strength = 1.0
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shader_param/dither_strength = 1.0
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shader_param/samayun_arc = 25.0
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shader_param/samayun_arc = 50.0
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shader_param/samayun_position = Vector3(2.038, 0.584, -0.185)
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shader_param/samayun_position = Vector3(2.038, 0.584, -0.995)
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shader_param/zabr_arc = null
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shader_param/zabr_arc = 15.0
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shader_param/zabr_position = Vector3(0.812, 0.345, 0.263)
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shader_param/zabr_position = Vector3(0.6, 0.03, -0.342)
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shader_param/samayun = ExtResource( "1_thm7k" )
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shader_param/samayun = ExtResource( "1_thm7k" )
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shader_param/zabr = ExtResource( "3_bgghj" )
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shader_param/zabr = ExtResource( "3_bgghj" )
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@ -101,30 +101,38 @@ void sky() {
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COLOR = texture(night_sky, SKY_COORDS).xyz * 0.04;
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COLOR = texture(night_sky, SKY_COORDS).xyz * 0.04;
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COLOR *= exposure;
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COLOR *= exposure;
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}
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}
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// Adding Samayun
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// Calculate respective scales of celestial objects
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float samayun_scale = radians(samayun_arc) ;
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float samayun_scale = radians(samayun_arc) ;
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float zabr_scale = radians(zabr_arc) ;
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// Adding Samayun
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if (length(EYEDIR - normalize(samayun_position)) < samayun_scale / 2.0) { // we are in the area of the sky where samayun is placed
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if (length(EYEDIR - normalize(samayun_position)) < samayun_scale / 2.0) { // we are in the area of the sky where samayun is placed
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//We define a local plane tangent to the skydome at samayun_position
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//We define a local plane tangent to the skydome at samayun_position
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//We work with everything normalized
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//We work with everything normalized
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vec3 n1 = normalize(cross(samayun_position,vec3(0.0,1.0,0.0))) ;
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vec3 n1 = normalize(cross(samayun_position,vec3(0.0,1.0,0.0))) ;
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vec3 n2 = normalize(cross(samayun_position,n1)) ;
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vec3 n2 = normalize(cross(samayun_position,n1)) ;
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//We project EYEDIR on this plane
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//We project EYEDIR on this plane with an approximate correction for projection
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float x = dot(EYEDIR,n1) ;
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float x = dot(EYEDIR,n1) * 0.89 ;
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float y = dot(EYEDIR,n2) ;
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float y = dot(EYEDIR,n2) * 0.89 ;
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// We then add the final result to the sky
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// If zabr is nearer at this place, do nothing
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if (length(EYEDIR - normalize(zabr_position)) < zabr_scale / 2.0 && length(zabr_position) < length(samayun_position)){
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} else { // // Add samayun to the sky
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COLOR += texture(samayun, vec2(x,y) / samayun_scale + vec2(0.5)).rgb * texture(samayun, vec2(x,y) / samayun_scale + vec2(0.5)).a;
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COLOR += texture(samayun, vec2(x,y) / samayun_scale + vec2(0.5)).rgb * texture(samayun, vec2(x,y) / samayun_scale + vec2(0.5)).a;
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}
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}
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}
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// Adding zabr
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// Adding zabr
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float zabr_scale = radians(zabr_arc) ;
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if (length(EYEDIR - normalize(zabr_position)) < zabr_scale / 2.0) { // we are in the area of the sky where zabr is placed
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if (length(EYEDIR - normalize(zabr_position)) < zabr_scale / 2.0) { // we are in the area of the sky where zabr is placed
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//We define a local plane tangent to the skydome at zabr_position
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//We define a local plane tangent to the skydome at zabr_position
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//We work with everything normalized
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//We work with everything normalized
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vec3 z_n1 = normalize(cross(zabr_position,vec3(0.0,1.0,0.0))) ;
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vec3 z_n1 = normalize(cross(zabr_position,vec3(0.0,1.0,0.0))) ;
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vec3 z_n2 = normalize(cross(zabr_position,z_n1)) ;
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vec3 z_n2 = normalize(cross(zabr_position,z_n1)) ;
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//We project EYEDIR on this plane
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//We project EYEDIR on this plane with an approximate correction for projection
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float z_x = dot(EYEDIR,z_n1) ;
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float z_x = dot(EYEDIR,z_n1) * 0.89 ;
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float z_y = dot(EYEDIR,z_n2) ;
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float z_y = dot(EYEDIR,z_n2) * 0.89 ;
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// We then add the final result to the sky
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// If samayun is nearer at this place, do nothing
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if (length(EYEDIR - normalize(samayun_position)) < samayun_scale / 2.0 && length(samayun_position) < length(zabr_position)){
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} else { // Add zabr to the sky
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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;
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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;
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}
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}
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}
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}
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}
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