peytonplayz585-shadow-3.0/desktopRuntime/resources/assets/eagler/glsl/deferred/lens_sun_occlusion.fsh
2023-08-26 16:31:51 -05:00

69 lines
2.3 KiB
GLSL

#line 2
/*
* 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 highp float;
precision highp sampler2D;
layout(location = 0) out float occlusionOut1f;
uniform mat3 u_sampleMatrix3f;
uniform sampler2D u_depthBufferTexture;
uniform sampler2D u_cloudsSunOcclusion;
#define SAMPLE_DEPTH(v, a, f)\
f = u_sampleMatrix3f * v;\
f.xy /= f.z;\
if(f.xy == clamp(f.xy, vec2(0.001), vec2(0.999)))\
a += textureLod(u_depthBufferTexture, f.xy, 0.0).r > 0.000001 ? 0.0 : 0.0417;
void main() {
vec3 f;
float accum = 0.0;
float cloud = textureLod(u_cloudsSunOcclusion, vec2(0.5, 0.5), 0.0).r;
if(cloud < 0.01) {
occlusionOut1f = 0.0;
return;
}
SAMPLE_DEPTH(vec3(0.0, 0.0, 1.0), accum, f)
SAMPLE_DEPTH(vec3(-0.235, -0.962, 1.0), accum, f)
SAMPLE_DEPTH(vec3(0.029, 0.996, 1.0), accum, f)
SAMPLE_DEPTH(vec3(0.834, -0.509, 1.0), accum, f)
SAMPLE_DEPTH(vec3(-0.981, -0.086, 1.0), accum, f)
SAMPLE_DEPTH(vec3(0.821, 0.478, 1.0), accum, f)
SAMPLE_DEPTH(vec3(-0.614, 0.563, 1.0), accum, f)
SAMPLE_DEPTH(vec3(0.251, -0.578, 1.0), accum, f)
SAMPLE_DEPTH(vec3(-0.571, -0.491, 1.0), accum, f)
SAMPLE_DEPTH(vec3(0.142, 0.494, 1.0), accum, f)
SAMPLE_DEPTH(vec3(0.533, -0.036, 1.0), accum, f)
SAMPLE_DEPTH(vec3(0.970, -0.035, 1.0), accum, f)
SAMPLE_DEPTH(vec3(-0.388, 0.918, 1.0), accum, f)
SAMPLE_DEPTH(vec3(-0.521, 0.067, 1.0), accum, f)
SAMPLE_DEPTH(vec3(-0.140, -0.471, 1.0), accum, f)
SAMPLE_DEPTH(vec3(0.487, 0.692, 1.0), accum, f)
SAMPLE_DEPTH(vec3(-0.157, 0.331, 1.0), accum, f)
SAMPLE_DEPTH(vec3(0.559, -0.760, 1.0), accum, f)
SAMPLE_DEPTH(vec3(0.156, -0.956, 1.0), accum, f)
SAMPLE_DEPTH(vec3(0.181, -0.267, 1.0), accum, f)
SAMPLE_DEPTH(vec3(-0.773, 0.272, 1.0), accum, f)
SAMPLE_DEPTH(vec3(0.329, 0.228, 1.0), accum, f)
SAMPLE_DEPTH(vec3(-0.341, -0.187, 1.0), accum, f)
SAMPLE_DEPTH(vec3(-0.121, 0.689, 1.0), accum, f)
occlusionOut1f = min(accum * cloud, 1.0);
}