/* * This file is part of BlueMap, licensed under the MIT License (MIT). * * Copyright (c) Blue (Lukas Rieger) * Copyright (c) contributors * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ export const SKY_FRAGMENT_SHADER = ` uniform float sunlightStrength; uniform float ambientLight; uniform vec3 skyColor; varying vec3 vPosition; void main() { float horizonWidth = 0.005; float horizonHeight = 0.0; vec4 color = vec4(skyColor * max(sunlightStrength, ambientLight), 1.0); float voidMultiplier = (clamp(vPosition.y - horizonHeight, -horizonWidth, horizonWidth) + horizonWidth) / (horizonWidth * 2.0); color.rgb *= voidMultiplier; gl_FragColor = color; } `;