#version 120 varying vec4 passColour; varying vec3 passNormal; uniform sampler2D textureIn; uniform int millis; //Algorithm by hughsk vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } vec3 rgb2hsv(vec3 c) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } void main() { vec4 texture = texture2D(textureIn, gl_TexCoord[0].st); float t = gl_TexCoord[0].t; t = clamp(t, 10.0f/1024.0f, 410.0f/1024.0f); float start = 56.0f - 44.0f*t/(420.0f/1024.0f); float width = 182.0f + 90.0f*t/(420.0f/1024.0f); float scaleFactor = 1.0f/(width/1024.0f)*112.0f; float index = mod(millis/20.0f+t*scaleFactor, 2820.0f); float yIndex = floor(index/1024.0f)*112.0f-(gl_TexCoord[0].s-start/1024.0f)*scaleFactor+532.0f; float xIndex = mod(index, 1024.0f); vec3 world = texture2D(textureIn, vec2(xIndex/1024.0f, yIndex/1024.0f)).xyz; float hue = 0.0f; float saturation = 1.0f; float value = 1.0f; if(index < 208) { //sky float blurFactor = clamp((index-158)/100.0f, 0.0f, 0.5f); hue = 200.0f; saturation = 1.0f - blurFactor; value = 0.9f - 0.6f*blurFactor; } else if(index < 800) { //underground if(index < 400) { float blurFactor = clamp((258-index)/100.0f, 0.0f, 0.5f); hue = 200.0f; saturation = 0.0f + blurFactor; value = 0.3f + 0.6f*blurFactor; } else { float blurFactor = clamp((index-750)/100.0f, 0.0f, 0.5f); hue = 350.0f; saturation = 0.0f + 0.5f*blurFactor; value = 0.3f - 0.1f*blurFactor; } } else if(index < 1762) { //nether if(index < 1200) { float blurFactor = clamp((850-index)/100.0f, 0.0f, 0.5f); hue = 350.0f; saturation = 0.5f - 0.5f*blurFactor; value = 0.2f + 0.1f*blurFactor; } else { float blurFactor = clamp((index-1712)/100.0f, 0.0f, 0.5f); hue = 350.0f; saturation = 0.5f - 0.5f*blurFactor; value = 0.2f + 0.1f*blurFactor; } } else if(index < 2200) { //underground if(index < 1900) { float blurFactor = clamp((1812-index)/100.0f, 0.0f, 0.5f); hue = 350.0f; saturation = 0.0f + 0.5f*blurFactor; value = 0.3f - 0.1f*blurFactor; } else { float blurFactor = clamp((index-2150)/100.0f, 0.0f, 0.5f); hue = 0.0f; saturation = 0.0f; value = 0.3f - 0.3f*blurFactor; } } else if(index < 2600) { //end if(index < 2400) { float blurFactor = clamp((2250-index)/100.0f, 0.0f, 0.5f); hue = 0.0f; saturation = 0.0f; value = 0.0f + 0.3f*blurFactor; } else { float blurFactor = clamp((index-2550)/100.0f, 0.0f, 0.5f); hue = 200.0f; saturation = 0.0f + blurFactor; value = 0.0f + 0.9f*blurFactor; } } else { //sky float blurFactor = clamp((2650-index)/100.0f, 0.0f, 0.5f); hue = 200.0f; saturation = 1.0f - blurFactor; value = 0.9f - 0.9f*blurFactor; } hue = mod(hue, 360.0f); saturation = max(0.0f, min(1.0f, saturation)); value = max(0.0f, min(1.0f, value)); vec3 hsv = rgb2hsv(texture.rgb); hsv.x = hue/360.0f; hsv.y *= saturation; hsv.z *= value; gl_FragColor = vec4(hsv2rgb(hsv)*texture.a + world*(1.0f-texture.a), 1.0f) * passColour; vec3 fakeSunNormal = normalize(vec3(0.2f,1.0f,-0.2f)); vec3 normNormal = normalize(passNormal); float shading = max(0.6f, dot(fakeSunNormal, normNormal)); gl_FragColor = vec4(gl_FragColor.rgb*shading, gl_FragColor.a); }