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// Eldenwood sky dome: three-stop vertical gradient with sun disc and
// a mist band near the horizon. Drawn as a fullscreen triangle; the
// view ray is reconstructed from the inverse view-projection matrix.
struct SkyUniforms {
inv_view_proj: mat4x4<f32>,
sun_dir: vec3<f32>, // normalized, world space
time_of_day: f32, // 0.0 = midnight, 0.5 = noon
zenith_color: vec3<f32>,
mist_amount: f32, // 0..1, from region weather
horizon_color: vec3<f32>,
_pad: f32,
};
@group(0) @binding(0) var<uniform> sky: SkyUniforms;
struct VsOut {
@builtin(position) clip_pos: vec4<f32>,
@location(0) ndc: vec2<f32>,
};
@vertex
fn vs_main(@builtin(vertex_index) idx: u32) -> VsOut {
// Fullscreen triangle without a vertex buffer.
var pos = array<vec2<f32>, 3>(
vec2(-1.0, -1.0), vec2(3.0, -1.0), vec2(-1.0, 3.0));
var out: VsOut;
out.clip_pos = vec4(pos[idx], 1.0, 1.0); // z = far plane
out.ndc = pos[idx];
return out;
}
@fragment
fn fs_main(in: VsOut) -> @location(0) vec4<f32> {
// Reconstruct the world-space view ray for this pixel.
let far = sky.inv_view_proj * vec4(in.ndc, 1.0, 1.0);
let ray = normalize(far.xyz / far.w);
// Three-stop gradient keyed on ray elevation.
let elev = clamp(ray.y, -0.05, 1.0);
let ground = vec3(0.24, 0.26, 0.22);
let low = mix(ground, sky.horizon_color, smoothstep(-0.05, 0.02, elev));
let color = mix(low, sky.zenith_color, pow(smoothstep(0.0, 0.9, elev), 0.6));
// Sun disc with a soft halo, faded at night.
let sun_amount = pow(max(dot(ray, sky.sun_dir), 0.0), 900.0);
let halo = pow(max(dot(ray, sky.sun_dir), 0.0), 12.0) * 0.15;
let daylight = smoothstep(0.22, 0.30, sky.time_of_day)
* (1.0 - smoothstep(0.70, 0.78, sky.time_of_day));
let sun = (sun_amount + halo) * daylight * vec3(1.0, 0.93, 0.78);
// Eldenwood mist: a pale green band hugging the horizon.
let mist_band = exp(-abs(elev) * 9.0) * sky.mist_amount;
let misted = mix(color, vec3(0.66, 0.77, 0.63), mist_band);
return vec4(misted + sun, 1.0);
}