Add check for sun in PhysicalSky
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@ -522,53 +522,59 @@ PhysicalSkyMaterial::PhysicalSkyMaterial() {
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code += "}\n\n";
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code += "void fragment() {\n";
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code += "\tfloat zenith_angle = clamp( dot(UP, normalize(LIGHT0_DIRECTION)), -1.0, 1.0 );\n";
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code += "\tfloat sun_energy = max(0.0, 1.0 - exp(-((PI * 0.5) - acos(zenith_angle)))) * SUN_ENERGY * LIGHT0_ENERGY;\n";
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code += "\tfloat sun_fade = 1.0 - clamp(1.0 - exp(LIGHT0_DIRECTION.y), 0.0, 1.0);\n\n";
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code += "\tif (LIGHT0_ENABLED) {\n";
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code += "\t\tfloat zenith_angle = clamp( dot(UP, normalize(LIGHT0_DIRECTION)), -1.0, 1.0 );\n";
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code += "\t\tfloat sun_energy = max(0.0, 1.0 - exp(-((PI * 0.5) - acos(zenith_angle)))) * SUN_ENERGY * LIGHT0_ENERGY;\n";
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code += "\t\tfloat sun_fade = 1.0 - clamp(1.0 - exp(LIGHT0_DIRECTION.y), 0.0, 1.0);\n\n";
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code += "\t// rayleigh coefficients\n";
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code += "\tfloat rayleigh_coefficient = rayleigh - ( 1.0 * ( 1.0 - sun_fade ) );\n";
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code += "\tvec3 rayleigh_beta = rayleigh_coefficient * rayleigh_color.rgb * 0.0001;\n";
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code += "\t// mie coefficients from Preetham\n";
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code += "\tvec3 mie_beta = turbidity * mie * mie_color.rgb * 0.000434;\n\n";
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code += "\t\t// rayleigh coefficients\n";
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code += "\t\tfloat rayleigh_coefficient = rayleigh - ( 1.0 * ( 1.0 - sun_fade ) );\n";
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code += "\t\tvec3 rayleigh_beta = rayleigh_coefficient * rayleigh_color.rgb * 0.0001;\n";
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code += "\t\t// mie coefficients from Preetham\n";
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code += "\t\tvec3 mie_beta = turbidity * mie * mie_color.rgb * 0.000434;\n\n";
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code += "\t// optical length\n";
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code += "\tfloat zenith = acos(max(0.0, dot(UP, EYEDIR)));\n";
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code += "\tfloat optical_mass = 1.0 / (cos(zenith) + 0.15 * pow(93.885 - degrees(zenith), -1.253));\n";
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code += "\tfloat rayleigh_scatter = rayleigh_zenith_size * optical_mass;\n";
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code += "\tfloat mie_scatter = mie_zenith_size * optical_mass;\n\n";
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code += "\t\t// optical length\n";
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code += "\t\tfloat zenith = acos(max(0.0, dot(UP, EYEDIR)));\n";
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code += "\t\tfloat optical_mass = 1.0 / (cos(zenith) + 0.15 * pow(93.885 - degrees(zenith), -1.253));\n";
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code += "\t\tfloat rayleigh_scatter = rayleigh_zenith_size * optical_mass;\n";
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code += "\t\tfloat mie_scatter = mie_zenith_size * optical_mass;\n\n";
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code += "\t// light extinction based on thickness of atmosphere\n";
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code += "\tvec3 extinction = exp(-(rayleigh_beta * rayleigh_scatter + mie_beta * mie_scatter));\n\n";
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code += "\t\t// light extinction based on thickness of atmosphere\n";
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code += "\t\tvec3 extinction = exp(-(rayleigh_beta * rayleigh_scatter + mie_beta * mie_scatter));\n\n";
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code += "\t// in scattering\n";
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code += "\tfloat cos_theta = dot(EYEDIR, normalize(LIGHT0_DIRECTION));\n\n";
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code += "\t\t// in scattering\n";
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code += "\t\tfloat cos_theta = dot(EYEDIR, normalize(LIGHT0_DIRECTION));\n\n";
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code += "\tfloat rayleigh_phase = (3.0 / (16.0 * PI)) * (1.0 + pow(cos_theta * 0.5 + 0.5, 2.0));\n";
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code += "\tvec3 betaRTheta = rayleigh_beta * rayleigh_phase;\n\n";
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code += "\t\tfloat rayleigh_phase = (3.0 / (16.0 * PI)) * (1.0 + pow(cos_theta * 0.5 + 0.5, 2.0));\n";
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code += "\t\tvec3 betaRTheta = rayleigh_beta * rayleigh_phase;\n\n";
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code += "\tfloat mie_phase = henyey_greenstein(cos_theta, mie_eccentricity);\n";
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code += "\tvec3 betaMTheta = mie_beta * mie_phase;\n\n";
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code += "\t\tfloat mie_phase = henyey_greenstein(cos_theta, mie_eccentricity);\n";
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code += "\t\tvec3 betaMTheta = mie_beta * mie_phase;\n\n";
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code += "\tvec3 Lin = pow(sun_energy * ((betaRTheta + betaMTheta) / (rayleigh_beta + mie_beta)) * (1.0 - extinction), vec3(1.5));\n";
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code += "\t// Hack from https://github.com/mrdoob/three.js/blob/master/examples/jsm/objects/Sky.js\n";
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code += "\tLin *= mix(vec3(1.0), pow(sun_energy * ((betaRTheta + betaMTheta) / (rayleigh_beta + mie_beta)) * extinction, vec3(0.5)), clamp(pow(1.0 - zenith_angle, 5.0), 0.0, 1.0));\n\n";
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code += "\t\tvec3 Lin = pow(sun_energy * ((betaRTheta + betaMTheta) / (rayleigh_beta + mie_beta)) * (1.0 - extinction), vec3(1.5));\n";
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code += "\t\t// Hack from https://github.com/mrdoob/three.js/blob/master/examples/jsm/objects/Sky.js\n";
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code += "\t\tLin *= mix(vec3(1.0), pow(sun_energy * ((betaRTheta + betaMTheta) / (rayleigh_beta + mie_beta)) * extinction, vec3(0.5)), clamp(pow(1.0 - zenith_angle, 5.0), 0.0, 1.0));\n\n";
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code += "\t// Hack in the ground color\n";
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code += "\tLin *= mix(ground_color.rgb, vec3(1.0), smoothstep(-0.1, 0.1, dot(UP, EYEDIR)));\n\n";
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code += "\t\t// Hack in the ground color\n";
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code += "\t\tLin *= mix(ground_color.rgb, vec3(1.0), smoothstep(-0.1, 0.1, dot(UP, EYEDIR)));\n\n";
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code += "\t// Solar disk and out-scattering\n";
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code += "\tfloat sunAngularDiameterCos = cos(LIGHT0_SIZE * sun_disk_scale);\n";
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code += "\tfloat sunAngularDiameterCos2 = cos(LIGHT0_SIZE * sun_disk_scale*0.5);\n";
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code += "\tfloat sundisk = smoothstep(sunAngularDiameterCos, sunAngularDiameterCos2, cos_theta);\n";
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code += "\tvec3 L0 = (sun_energy * 1900.0 * extinction) * sundisk * LIGHT0_COLOR;\n";
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code += "\tL0 += texture(night_sky, SKY_COORDS).xyz * extinction;\n\n";
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code += "\t\t// Solar disk and out-scattering\n";
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code += "\t\tfloat sunAngularDiameterCos = cos(LIGHT0_SIZE * sun_disk_scale);\n";
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code += "\t\tfloat sunAngularDiameterCos2 = cos(LIGHT0_SIZE * sun_disk_scale*0.5);\n";
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code += "\t\tfloat sundisk = smoothstep(sunAngularDiameterCos, sunAngularDiameterCos2, cos_theta);\n";
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code += "\t\tvec3 L0 = (sun_energy * 1900.0 * extinction) * sundisk * LIGHT0_COLOR;\n";
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code += "\t\tL0 += texture(night_sky, SKY_COORDS).xyz * extinction;\n\n";
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code += "\tvec3 color = (Lin + L0) * 0.04;\n";
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code += "\tCOLOR = pow(color, vec3(1.0 / (1.2 + (1.2 * sun_fade))));\n";
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code += "\tCOLOR *= exposure;\n";
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code += "\t// Make optional, eliminates banding\n";
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code += "\tCOLOR += (hash(EYEDIR * 1741.9782) * 0.08 - 0.04) * 0.016 * dither_strength;\n";
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code += "\t\tvec3 color = (Lin + L0) * 0.04;\n";
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code += "\t\tCOLOR = pow(color, vec3(1.0 / (1.2 + (1.2 * sun_fade))));\n";
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code += "\t\tCOLOR *= exposure;\n";
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code += "\t\t// Make optional, eliminates banding\n";
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code += "\t\tCOLOR += (hash(EYEDIR * 1741.9782) * 0.08 - 0.04) * 0.016 * dither_strength;\n";
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code += "\t} else {\n";
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code += "\t\t// There is no sun, so display night_sky and nothing else\n";
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code += "\t\tCOLOR = texture(night_sky, SKY_COORDS).xyz * 0.04;\n";
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code += "\t\tCOLOR *= exposure;\n";
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code += "\t}\n";
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code += "}\n";
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shader = RS::get_singleton()->shader_create();
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