peytonplayz585-shadow-3.0/desktopRuntime/resources/assets/eagler/glsl/deferred/clouds_shapes.fsh

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2023-08-26 14:31:51 -07:00
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/*
* Copyright (c) 2023 LAX1DUDE. All Rights Reserved.
*
* WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES
* NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED
* TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE
* SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR.
*
* NOT FOR COMMERCIAL OR MALICIOUS USE
*
* (please read the 'LICENSE' file this repo's root directory for more info)
*
*/
precision lowp int;
precision mediump float;
precision mediump sampler3D;
in vec2 v_position2f;
layout(location = 0) out vec4 output4f;
uniform sampler3D u_inputTexture;
uniform float u_textureLevel1f;
uniform float u_textureLod1f;
uniform vec2 u_sampleWeights2f;
void main() {
float objsample = textureLod(u_inputTexture, vec3(v_position2f, u_textureLevel1f), u_textureLod1f).r;
output4f = vec4(objsample * u_sampleWeights2f.x, 0.0, 0.0, objsample * u_sampleWeights2f.y + 1.0);
}