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https://github.com/curioustorvald/Terrarum.git
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skybox: two different setup for AM/PN
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@@ -13,10 +13,10 @@ out vec4 fragColor;
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const vec2 boolean = vec2(0.0, 1.0);
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uniform vec2 drawOffset; // value of the 'gradY'
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uniform vec2 drawOffsetSize; // value of the 'gradH'
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uniform vec2 skyboxUV1; // (u, v) for the skybox drawing
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uniform vec2 skyboxUV2; // (u2, v2) for the skybox drawing
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uniform vec4 drawOffsetSize; // (gradX, gradY, gradW, gradH)
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uniform vec4 skyboxUV1; // (u, v, u2, v2) for the skybox drawing (morning)
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uniform vec4 skyboxUV2; // (u, v, u2, v2) for the skybox drawing (afternoon)
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uniform float texBlend;
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uniform vec2 tex1Size = vec2(4096.0);
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uniform vec2 astrumScroll = vec2(0.0);
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uniform vec4 randomNumber = vec4(1.0, -2.0, 3.0, -4.0);
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@@ -112,13 +112,17 @@ vec4 random(vec2 p) {
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// draw call to this function must use UV coord of (0,0,1,1)!
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void main(void) {
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vec2 skyboxTexCoord = mix(skyboxUV1, skyboxUV2, v_texCoords);
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vec2 astrumTexCoord = (v_texCoords * drawOffsetSize + drawOffset + astrumScroll) / tex1Size;
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vec2 skyboxTexCoordMorning = mix(skyboxUV1.xy, skyboxUV1.zw, v_texCoords);
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vec2 skyboxTexCoordAfternoon = mix(skyboxUV2.xy, skyboxUV2.zw, v_texCoords);
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vec2 astrumTexCoord = (v_texCoords * drawOffsetSize.zw + drawOffsetSize.xy + astrumScroll) / tex1Size;
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vec4 randomness = snoise4((gl_FragCoord.xy - astrumScroll) * 0.16) * 2.0; // multiply by 2 so that the "density" of the stars would be same as the non-random version
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vec4 colorTex0 = texture(u_texture, skyboxTexCoord);
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vec4 colorTex0Morining = texture(u_texture, skyboxTexCoordMorning);
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vec4 colorTex0Afternoon = texture(u_texture, skyboxTexCoordAfternoon);
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vec4 colorTex0 = mix(colorTex0Morining, colorTex0Afternoon, texBlend);
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vec4 colorTex1 = texture(tex1, astrumTexCoord) * randomness;
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