first commit

This commit is contained in:
Leonid Pershin
2026-05-07 21:38:27 +03:00
commit 84fb173ea8
3949 changed files with 564326 additions and 0 deletions
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#include "/lib/atmospherics/stars.glsl"
// Nebula implementation by flytrap https://godotshaders.com/shader/2d-nebula-shader/
#include "/lib/shaderSettings/stars.glsl"
#include "/lib/shaderSettings/nightNebula.glsl"
#ifndef HQ_NIGHT_NEBULA
const int OCTAVE = 5;
#else
const int OCTAVE = 8;
#endif
const float timescale = 5.0;
const float zoomScale = NEBULA_ZOOM_LEVEL;
const vec4 CLOUD1_COL = vec4(NEBULA_R_1, NEBULA_G_1, NEBULA_B_1, 0.4);
const vec4 CLOUD2_COL = vec4(NEBULA_R_2, NEBULA_G_2, NEBULA_B_2, 0.2);
const vec4 CLOUD3_COL = vec4(NEBULA_R_3, NEBULA_G_3, NEBULA_B_3, 1.0);
float sinM(float x) {
return sin(mod(x, 2.0 * pi));
}
float cosM(float x) {
return cos(mod(x, 2.0 * pi));
}
float rand(vec2 inCoord){
return fract(sinM(dot(inCoord, vec2(23.53, 44.0))) * 42350.45);
}
float perlin(vec2 inCoord){
vec2 i = floor(inCoord);
vec2 j = fract(inCoord);
vec2 coord = smoothstep(0.0, 1.0, j);
float a = rand(i);
float b = rand(i + vec2(1.0, 0.0));
float c = rand(i + vec2(0.0, 1.0));
float d = rand(i + vec2(1.0, 1.0));
return mix(mix(a, b, coord.x), mix(c, d, coord.x), coord.y);
}
float fbmCloud(vec2 inCoord, float minimum){
float value = 0.0;
float scale = NEBULA_AMOUNT * 0.1 + 0.45;
for (int i = 0; i < OCTAVE; i++){
value += perlin(inCoord) * scale;
inCoord *= 2.0;
scale *= 0.5;
}
return smoothstep(0.0, 1.0, (smoothstep(minimum, 1.0, value) - minimum) / (1.0 - minimum));
}
float fbmCloud2(vec2 inCoord, float minimum){
float value = 0.0;
float scale = (NEBULA_AMOUNT + 0.1) * 0.25 + 0.35;
for (int i = 0; i < OCTAVE; i++){
value += perlin(inCoord) * scale;
inCoord *= 2.0;
scale *= 0.5;
}
return (smoothstep(minimum, 1.0, value) - minimum) / (1.0 - minimum);
}
vec2 warpCoords(vec2 coord, float warpAmount) {
float angle = perlin(coord * 0.5) * 6.28318 * warpAmount;
float strength = perlin(coord * 0.7 + 0.5) * warpAmount;
vec2 offset = vec2(cos(angle), sin(angle)) * strength;
return coord + offset;
}
vec3 GetNightNebula(vec3 viewPos, float VdotU, float VdotS) {
float VdotUFactor = max0(VdotU);
float starsAroundSun = 1.0;
#ifdef CELESTIAL_BOTH_HEMISPHERES
VdotUFactor = VdotU;
#ifdef SUN_MOON_HORIZON
starsAroundSun = max0(sign(VdotU));
#endif
#endif
float originalVdotUFactor = VdotUFactor;
float horizonPower = NEBULA_HORIZON_STRENGTH * 0.05 + 0.5;
#if NEBULA_HORIZON_STRENGTH < 10
VdotUFactor = pow(VdotUFactor, horizonPower);
#endif
float nebulaFactor = pow2(VdotUFactor * min1(nightFactor * 2.0));
#if NEBULA_HORIZON_STRENGTH < 10
float brightnessCompensation = 1.0 - (1.0 - horizonPower) * 0.5 * max0(originalVdotUFactor);
nebulaFactor *= brightnessCompensation;
#endif
#ifdef CLEAR_SKY_WHEN_RAINING
nebulaFactor *= min1(invRainFactor + 0.4);
#else
nebulaFactor *= invRainFactor;
#endif
nebulaFactor -= maxBlindnessDarkness;
#if NEBULA_MOON_CONDITION == 1
if (moonPhase != 4) return vec3(0.0);
#elif NEBULA_MOON_CONDITION == 2
if (moonPhase != 0) return vec3(0.0);
#elif NEBULA_MOON_CONDITION == 3
if (moonPhase == 0 || moonPhase == 4) return vec3(0.0);
#elif NEBULA_MOON_CONDITION == 4
nebulaFactor *= step(0.5, hash11(float(worldDay) + float(moonPhase) * 37.0));
#elif NEBULA_MOON_CONDITION == 5
nebulaFactor *= clamp01(max(moonPhase, 1) % 4);
#endif
if (nebulaFactor < 0.001) return vec3(0.0);
vec2 UV = GetStarCoord(viewPos, 0.75);
float TIME = syncedTime * 0.003 + 15.0;
float timescaled = TIME * timescale;
float sinTime = sinM(0.07 * timescaled);
float cosTime06 = cosM(0.06 * timescaled);
float cosTime07 = cosM(0.07 * timescaled);
float tide = 0.05 * sinM(TIME);
float tide2 = 0.06 * cosM(0.3 * TIME);
vec4 nebulaTexture = vec4(vec3(0.0), 0.5 + 0.2 * sinM(0.23 * TIME + UV.x - UV.y));
#if PIXELATED_NEBULA > 0
float pixelFactor = PIXELATED_NEBULA * 2.0;
vec2 baseUV = floor(UV * pixelFactor) / pixelFactor;
#else
vec2 baseUV = UV;
#endif
vec2 scaledUV = baseUV * zoomScale;
vec2 cloudUV2 = vec2(scaledUV.x + 0.03 * timescaled * sinTime, scaledUV.y + 0.03 * timescaled * cosTime06);
vec2 cloudUV3 = vec2(scaledUV.x + 0.027 * timescaled * sinTime, scaledUV.y + 0.025 * timescaled * cosTime06);
vec2 cloudUV4 = vec2(scaledUV.x + 0.021 * timescaled * sinTime, scaledUV.y + 0.021 * timescaled * cosTime07);
#if NEBULA_PATTERN_WARP > 0
cloudUV2 = warpCoords(cloudUV2, NEBULA_PATTERN_WARP * 0.1);
cloudUV3 = warpCoords(cloudUV3, NEBULA_PATTERN_WARP * 0.1);
cloudUV4 = warpCoords(cloudUV4, NEBULA_PATTERN_WARP * 0.1);
#endif
nebulaTexture += fbmCloud2(cloudUV3, 0.24 + tide) * CLOUD1_COL;
nebulaTexture += fbmCloud(cloudUV2 * 0.9, 0.33 - tide) * CLOUD2_COL;
nebulaTexture = mix(nebulaTexture, CLOUD3_COL, fbmCloud(vec2(0.9 * cloudUV4.x, 0.9 * cloudUV4.y), 0.25 + tide2));
nebulaFactor *= 1.0 - pow2(pow2(pow2(abs(VdotS)))) * starsAroundSun;
nebulaTexture.a *= min1(pow2(pow2(nebulaTexture.a))) * nebulaFactor;
float starFactor = 1024.0;
UV /= STAR_SIZE * (0.75 + 0.25 * NEBULA_STAR_SIZE);
vec2 starCoord = floor(UV * 0.25 * starFactor) / starFactor;
vec2 fractPart = fract(UV * 0.25 * starFactor);
float starAmount = (2.0 - NEBULA_STAR_AMOUNT) * 0.1;
float starIntensity = GetStarNoise(starCoord) * GetStarNoise(starCoord + 0.1) - (starAmount + 0.5);
starIntensity *= getStarEdgeFactor(fractPart, STAR_ROUNDNESS_OW / 10.0, STAR_SOFTNESS_OW);
#if TWINKLING_STARS > 0
starIntensity *= getTwinklingStars(starCoord * 4, float(TWINKLING_STARS));
#endif
float starGlow = pow2(clamp(starIntensity, 0.0, 0.3 + starAmount)) * starBrightness * NEBULA_STAR_BRIGHTNESS;
#ifdef NEBULA_ONLY_STARS
nebulaTexture.a = step(0.15, nebulaTexture.a);
nebulaTexture.rgb = vec3(3.0 * starGlow);
#else
nebulaTexture.rgb *= 1.5 + 10.0 * starGlow;
#endif
#if NIGHT_NEBULA_I != 100
#define NIGHT_NEBULA_IM NIGHT_NEBULA_I * 0.01
nebulaTexture.a *= NIGHT_NEBULA_IM;
#endif
#if NEBULA_SATURATION != 10
nebulaTexture.rgb = rgb2hsv(nebulaTexture.rgb);
nebulaTexture.g *= NEBULA_SATURATION * 0.1;
nebulaTexture.rgb = hsv2rgb(nebulaTexture.rgb);
#endif
#ifdef ATM_COLOR_MULTS
nebulaTexture.rgb *= sqrtAtmColorMult; // C72380KD - Reduced atmColorMult impact on some things
#endif
return max(nebulaTexture.rgb * nebulaTexture.a, vec3(0.0));
}