// Copyright 2021, 2022 Benjamin Barenblat // // Licensed under the Apache License, Version 2.0 (the "License"); you may not // use this file except in compliance with the License. You may obtain a copy of // the License at // // https://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, WITHOUT // WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the // License for the specific language governing permissions and limitations under // the License. #version 150 // The color of sunlight (5800 K) in sRGB. const vec4 kSunColor = vec4(1.0, 0.9411765, 0.9137255, 1.0); in vec3 model_cartesian_position; // unit vector pointing toward current point in vec2 texture_coordinate; uniform sampler2D planet; uniform sampler2D clouds; uniform vec3 sun_direction; // unit vector pointing toward sun out vec4 out_color; void main() { // Compute diffuse illumination from the Sun. We assume all rays are parallel, // which isn't true, but at Earth scales, it causes a maximum error of about // 0.003 degrees, well within our error budget. float diffuse = max(dot(model_cartesian_position, sun_direction), 0.0); // The planet is a mixture of the ground texture and the cloud texture. Assume // clouds reflect sunlight; the ground texture needs no color adjustment, // since it's already colored as if being hit by sunlight. out_color = diffuse * mix(texture(planet, texture_coordinate), kSunColor, texture(clouds, texture_coordinate).r); }