Add weather effects for clear day and night

This commit is contained in:
WerWolv
2026-02-08 19:17:34 +01:00
parent f9f668dbe6
commit bea1522649
5 changed files with 292 additions and 4 deletions
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#version 450
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
float time;
float itemWidth;
float itemHeight;
vec4 bgColor;
float cornerRadius;
} ubuf;
// Signed distance function for rounded rectangle
float roundedBoxSDF(vec2 center, vec2 size, float radius) {
vec2 q = abs(center) - size + radius;
return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - radius;
}
float hash(vec2 p) {
p = fract(p * vec2(234.34, 435.345));
p += dot(p, p + 34.23);
return fract(p.x * p.y);
}
vec2 hash2(vec2 p) {
p = fract(p * vec2(234.34, 435.345));
p += dot(p, p + 34.23);
return fract(vec2(p.x * p.y, p.y * p.x));
}
float stars(vec2 uv, float density, float iTime) {
vec2 gridUV = uv * density;
vec2 gridID = floor(gridUV);
vec2 gridPos = fract(gridUV);
float starField = 0.0;
// Check neighboring cells for stars
for (int y = -1; y <= 1; y++) {
for (int x = -1; x <= 1; x++) {
vec2 offset = vec2(float(x), float(y));
vec2 cellID = gridID + offset;
// Random position within cell
vec2 starPos = hash2(cellID);
// Only create a star for some cells (sparse distribution)
float starChance = hash(cellID + vec2(12.345, 67.890));
if (starChance > 0.85) {
// Star position in grid space
vec2 toStar = (offset + starPos - gridPos);
float dist = length(toStar) * density; // Scale distance to pixel space
float starSize = 1.5;
// Star brightness variation
float brightness = hash(cellID + vec2(23.456, 78.901)) * 0.6 + 0.4;
// Twinkling effect
float twinkleSpeed = hash(cellID + vec2(34.567, 89.012)) * 3.0 + 2.0;
float twinklePhase = iTime * twinkleSpeed + hash(cellID) * 6.28;
float twinkle = pow(sin(twinklePhase) * 0.5 + 0.5, 3.0); // Sharp on/off
// Sharp star core
float star = 0.0;
if (dist < starSize) {
star = 1.0 * brightness * (0.3 + twinkle * 0.7);
// Add tiny cross-shaped glow for brighter stars
if (brightness > 0.7) {
float crossGlow = max(
exp(-abs(toStar.x) * density * 5.0),
exp(-abs(toStar.y) * density * 5.0)
) * 0.3 * twinkle;
star += crossGlow;
}
}
starField += star;
}
}
}
return starField;
}
void main() {
vec2 uv = qt_TexCoord0;
float iTime = ubuf.time * 0.01;
// Base background color
vec4 col = vec4(ubuf.bgColor.rgb, 1.0);
// Aspect ratio for consistent stars
float aspect = ubuf.itemWidth / ubuf.itemHeight;
vec2 uvAspect = vec2(uv.x * aspect, uv.y);
// Generate multiple layers of stars at different densities
float stars1 = stars(uvAspect, 40.0, iTime); // Tiny distant stars
float stars2 = stars(uvAspect + vec2(0.5, 0.3), 25.0, iTime * 1.3); // Small stars
float stars3 = stars(uvAspect + vec2(0.25, 0.7), 15.0, iTime * 0.9); // Bigger stars
// Star colors with slight variation
vec3 starColor1 = vec3(0.85, 0.9, 1.0); // Faint blue-white
vec3 starColor2 = vec3(0.95, 0.97, 1.0); // White
vec3 starColor3 = vec3(1.0, 0.98, 0.95); // Warm white
// Combine star layers
vec3 starsRGB = starColor1 * stars1 * 0.6 +
starColor2 * stars2 * 0.8 +
starColor3 * stars3 * 1.0;
float starsAlpha = clamp(stars1 * 0.6 + stars2 * 0.8 + stars3, 0.0, 1.0);
// Apply rounded corner mask
vec2 pixelPos = qt_TexCoord0 * vec2(ubuf.itemWidth, ubuf.itemHeight);
vec2 center = pixelPos - vec2(ubuf.itemWidth, ubuf.itemHeight) * 0.5;
vec2 halfSize = vec2(ubuf.itemWidth, ubuf.itemHeight) * 0.5;
float dist = roundedBoxSDF(center, halfSize, ubuf.cornerRadius);
float cornerMask = 1.0 - smoothstep(-1.0, 0.0, dist);
// Add stars on top
vec3 resultRGB = starsRGB * starsAlpha + col.rgb * (1.0 - starsAlpha);
float resultAlpha = starsAlpha + col.a * (1.0 - starsAlpha);
// Apply global opacity and corner mask
float finalAlpha = resultAlpha * ubuf.qt_Opacity * cornerMask;
fragColor = vec4(resultRGB * (finalAlpha / max(resultAlpha, 0.001)), finalAlpha);
}
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#version 450
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
float time;
float itemWidth;
float itemHeight;
vec4 bgColor;
float cornerRadius;
} ubuf;
// Signed distance function for rounded rectangle
float roundedBoxSDF(vec2 center, vec2 size, float radius) {
vec2 q = abs(center) - size + radius;
return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - radius;
}
float hash(vec2 p) {
p = fract(p * vec2(234.34, 435.345));
p += dot(p, p + 34.23);
return fract(p.x * p.y);
}
float noise(vec2 p) {
vec2 i = floor(p);
vec2 f = fract(p);
f = f * f * (3.0 - 2.0 * f);
float a = hash(i);
float b = hash(i + vec2(1.0, 0.0));
float c = hash(i + vec2(0.0, 1.0));
float d = hash(i + vec2(1.0, 1.0));
return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
}
// God rays originating from sun position
float sunRays(vec2 uv, vec2 sunPos, float iTime) {
vec2 toSun = uv - sunPos;
float angle = atan(toSun.y, toSun.x);
float dist = length(toSun);
float rayCount = 7;
// Radial pattern
float rays = sin(angle * rayCount + sin(iTime * 0.25)) * 0.5 + 0.5;
rays = pow(rays, 3.0);
// Fade with distance
float falloff = 1.0 - smoothstep(0.0, 1.2, dist);
return rays * falloff * 0.15;
}
// Atmospheric shimmer / heat haze
float atmosphericShimmer(vec2 uv, float iTime) {
// Multiple layers of noise for complexity
float n1 = noise(uv * 5.0 + vec2(iTime * 0.1, iTime * 0.05));
float n2 = noise(uv * 8.0 - vec2(iTime * 0.08, iTime * 0.12));
float n3 = noise(uv * 12.0 + vec2(iTime * 0.15, -iTime * 0.1));
return (n1 * 0.5 + n2 * 0.3 + n3 * 0.2) * 0.15;
}
float sunCore(vec2 uv, vec2 sunPos, float iTime) {
vec2 toSun = uv - sunPos;
float dist = length(toSun);
// Main bright spot
float mainFlare = exp(-dist * 15.0) * 2.0;
// Secondary reflection spots along the line
float flares = 0.0;
for (int i = 1; i <= 3; i++) {
vec2 flarePos = sunPos + toSun * float(i) * 0.3;
float flareDist = length(uv - flarePos);
float flareSize = 0.02 + float(i) * 0.01;
flares += smoothstep(flareSize * 2.0, flareSize * 0.5, flareDist) * (0.3 / float(i));
}
// Pulsing effect
float pulse = sin(iTime) * 0.1 + 0.9;
return (mainFlare + flares) * pulse;
}
void main() {
vec2 uv = qt_TexCoord0;
float iTime = ubuf.time * 0.08;
// Sample the source
vec4 col = vec4(ubuf.bgColor.rgb, 1.0);
vec2 sunPos = vec2(0.85, 0.2);
// Aspect ratio correction
float aspect = ubuf.itemWidth / ubuf.itemHeight;
vec2 uvAspect = vec2(uv.x * aspect, uv.y);
vec2 sunPosAspect = vec2(sunPos.x * aspect, sunPos.y);
// Generate sunny effects
float rays = sunRays(uvAspect, sunPosAspect, iTime);
float shimmerEffect = atmosphericShimmer(uv, iTime);
float flare = sunCore(uvAspect, sunPosAspect, iTime);
// Warm sunny colors
vec3 sunColor = vec3(1.0, 0.95, 0.7); // Warm golden yellow
vec3 skyColor = vec3(0.9, 0.95, 1.0); // Light blue tint
vec3 shimmerColor = vec3(1.0, 0.98, 0.85); // Subtle warm shimmer
// Apply rounded corner mask
vec2 pixelPos = qt_TexCoord0 * vec2(ubuf.itemWidth, ubuf.itemHeight);
vec2 center = pixelPos - vec2(ubuf.itemWidth, ubuf.itemHeight) * 0.5;
vec2 halfSize = vec2(ubuf.itemWidth, ubuf.itemHeight) * 0.5;
float dist = roundedBoxSDF(center, halfSize, ubuf.cornerRadius);
float cornerMask = 1.0 - smoothstep(-1.0, 0.0, dist);
vec3 resultRGB = col.rgb;
float resultAlpha = col.a;
// Add sun rays
vec3 raysContribution = sunColor * rays;
float raysAlpha = rays * 0.4;
resultRGB = raysContribution + resultRGB * (1.0 - raysAlpha);
resultAlpha = raysAlpha + resultAlpha * (1.0 - raysAlpha);
// Add atmospheric shimmer
vec3 shimmerContribution = shimmerColor * shimmerEffect;
float shimmerAlpha = shimmerEffect * 0.1;
resultRGB = shimmerContribution + resultRGB * (1.0 - shimmerAlpha);
resultAlpha = shimmerAlpha + resultAlpha * (1.0 - shimmerAlpha);
// Add bright sun core
vec3 flareContribution = sunColor * flare;
float flareAlpha = clamp(flare, 0.0, 1.0) * 0.6;
resultRGB = flareContribution + resultRGB * (1.0 - flareAlpha);
resultAlpha = flareAlpha + resultAlpha * (1.0 - flareAlpha);
// Overall warm sunny tint
resultRGB = mix(resultRGB, resultRGB * vec3(1.08, 1.04, 0.98), 0.15);
// Apply global opacity and corner mask
float finalAlpha = resultAlpha * ubuf.qt_Opacity * cornerMask;
fragColor = vec4(resultRGB * (finalAlpha / max(resultAlpha, 0.001)), finalAlpha);
}