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thebookofshaders/src/moon/moon.frag

78 lines
1.8 KiB
GLSL

// 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);
}