#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)); }