const float cloudscale = 1.1; const float speed = 0.03; const float clouddark = 0.5; const float cloudlight = 0.3; const float cloudcover = 0.2; const float cloudalpha = 8.0; const float skytint = 0.5; const vec3 skycolour1 = vec3(0.2, 0.4, 0.6); const vec3 skycolour2 = vec3(0.4, 0.7, 1.0); const mat2 m = mat2( 1.6, 1.2, -1.2, 1.6 ); vec2 hash( vec2 p ) { p = vec2(dot(p,vec2(127.1,311.7)), dot(p,vec2(269.5,183.3))); return -1.0 + 2.0*fract(sin(p)*43758.5453123); } float noise( in vec2 p ) { const float K1 = 0.366025404; // (sqrt(3)-1)/2; const float K2 = 0.211324865; // (3-sqrt(3))/6; vec2 i = floor(p + (p.x+p.y)*K1); vec2 a = p - i + (i.x+i.y)*K2; vec2 o = (a.x>a.y) ? vec2(1.0,0.0) : vec2(0.0,1.0); //vec2 of = 0.5 + 0.5*vec2(sign(a.x-a.y), sign(a.y-a.x)); vec2 b = a - o + K2; vec2 c = a - 1.0 + 2.0*K2; vec3 h = max(0.5-vec3(dot(a,a), dot(b,b), dot(c,c) ), 0.0 ); vec3 n = h*h*h*h*vec3( dot(a,hash(i+0.0)), dot(b,hash(i+o)), dot(c,hash(i+1.0))); return dot(n, vec3(70.0)); } float fbm(vec2 n) { float total = 0.0, amplitude = 0.1; for (int i = 0; i < 7; i++) { total += noise(n) * amplitude; n = m * n; amplitude *= 0.4; } return total; } void main(void) { vec3 iResolution = vec3(1600, 900, 1); // eeh float iTime = 1.0; // eeh vec2 p = gl_FragCoord.xy / iResolution.xy; vec2 uv = p*vec2(iResolution.x/iResolution.y,1.0); float time = iTime * speed; float q = fbm(uv * cloudscale * 0.5); //ridged noise shape float r = 0.0; uv *= cloudscale; uv -= q - time; float weight = 0.8; for (int i=0; i<8; i++){ r += abs(weight*noise( uv )); uv = m*uv + time; weight *= 0.7; } //noise shape float f = 0.0; uv = p*vec2(iResolution.x/iResolution.y,1.0); uv *= cloudscale; uv -= q - time; weight = 0.7; for (int i=0; i<8; i++){ f += weight*noise( uv ); uv = m*uv + time; weight *= 0.6; } f *= r + f; //noise colour float c = 0.0; time = iTime * speed * 2.0; uv = p*vec2(iResolution.x/iResolution.y,1.0); uv *= cloudscale*2.0; uv -= q - time; weight = 0.4; for (int i=0; i<7; i++){ c += weight*noise( uv ); uv = m*uv + time; weight *= 0.6; } //noise ridge colour float c1 = 0.0; time = iTime * speed * 3.0; uv = p*vec2(iResolution.x/iResolution.y,1.0); uv *= cloudscale*3.0; uv -= q - time; weight = 0.4; for (int i=0; i<7; i++){ c1 += abs(weight*noise( uv )); uv = m*uv + time; weight *= 0.6; } c += c1; vec3 skycolour = mix(skycolour2, skycolour1, p.y); vec3 cloudcolour = vec3(1.1, 1.1, 0.9) * clamp((clouddark + cloudlight*c), 0.0, 1.0); f = cloudcover + cloudalpha*f*r; vec3 result = mix(skycolour, clamp(skytint * skycolour + cloudcolour, 0.0, 1.0), clamp(f + c, 0.0, 1.0)); gl_FragColor = vec4( result, 1.0 ); }