// Author @patriciogv - 2015 // http://patriciogonzalezvivo.com #ifdef GL_ES precision mediump float; #endif #define PI 3.1415926535 #define HALF_PI 1.57079632679 uniform vec2 u_resolution; uniform float u_time; uniform sampler2D u_tex0; uniform vec2 u_tex0Resolution; float speedMoon = 0.01; float speedSun = 0.25; vec3 sphereNormals(in vec2 uv) { uv = fract(uv)*2.0-1.0; vec3 ret; ret.xy = sqrt(uv * uv) * sign(uv); ret.z = sqrt(abs(1.0 - dot(ret.xy,ret.xy))); ret = ret * 0.5 + 0.5; return mix(vec3(0.0), ret, smoothstep(1.0,0.98,dot(uv,uv)) ); } vec2 sphereCoords(vec2 _st, float _scale){ float maxFactor = sin(1.570796327); vec2 uv = vec2(0.0); vec2 xy = 2.0 * _st.xy - 1.0; float d = length(xy); if (d < (2.0-maxFactor)){ d = length(xy * maxFactor); float z = sqrt(1.0 - d * d); float r = atan(d, z) / 3.1415926535 * _scale; float phi = atan(xy.y, xy.x); uv.x = r * cos(phi) + 0.5; uv.y = r * sin(phi) + 0.5; } else { uv = _st.xy; } return uv; } vec4 sphereTexture(in sampler2D _tex, in vec2 _uv) { vec2 st = sphereCoords(_uv, 1.0); float aspect = u_tex0Resolution.y/u_tex0Resolution.x; st.x = fract(st.x*aspect + u_time*speedMoon); return texture2D(_tex, st); } void main(){ vec2 st = gl_FragCoord.xy/u_resolution.xy; vec3 color = vec3(1.0); color *= sphereTexture(u_tex0, st).rgb; // Calculate sun direction vec3 sunPos = normalize(vec3(cos(u_time*speedSun-HALF_PI),0.0,sin(speedSun*u_time-HALF_PI))); vec3 surface = normalize(sphereNormals(st)*2.0-1.0); // Add Shadows color *= dot(sunPos,surface); // Blend black the edge of the sphere float radius = 1.0-length( vec2(0.5)-st )*2.0; color *= smoothstep(0.001,0.05,radius); color = 1.0-color; gl_FragColor = vec4(color,1.0); }