71 lines
2.7 KiB
GLSL
71 lines
2.7 KiB
GLSL
#line 2
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/*
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* Copyright (c) 2023 lax1dude. All Rights Reserved.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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precision lowp int;
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precision highp float;
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precision highp sampler2D;
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layout(location = 0) out float occlusionOut1f;
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uniform mat3 u_sampleMatrix3f;
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uniform sampler2D u_depthBufferTexture;
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uniform sampler2D u_cloudsSunOcclusion;
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#define SAMPLE_DEPTH(v, a, f)\
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f = u_sampleMatrix3f * v;\
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f.xy /= f.z;\
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if(f.xy == clamp(f.xy, vec2(0.001), vec2(0.999)))\
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a += textureLod(u_depthBufferTexture, f.xy, 0.0).r > 0.000001 ? 0.0 : 0.0417;
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void main() {
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vec3 f;
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float accum = 0.0;
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float cloud = textureLod(u_cloudsSunOcclusion, vec2(0.5, 0.5), 0.0).r;
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if(cloud < 0.01) {
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occlusionOut1f = 0.0;
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return;
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}
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SAMPLE_DEPTH(vec3(0.0, 0.0, 1.0), accum, f)
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SAMPLE_DEPTH(vec3(-0.235, -0.962, 1.0), accum, f)
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SAMPLE_DEPTH(vec3(0.029, 0.996, 1.0), accum, f)
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SAMPLE_DEPTH(vec3(0.834, -0.509, 1.0), accum, f)
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SAMPLE_DEPTH(vec3(-0.981, -0.086, 1.0), accum, f)
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SAMPLE_DEPTH(vec3(0.821, 0.478, 1.0), accum, f)
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SAMPLE_DEPTH(vec3(-0.614, 0.563, 1.0), accum, f)
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SAMPLE_DEPTH(vec3(0.251, -0.578, 1.0), accum, f)
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SAMPLE_DEPTH(vec3(-0.571, -0.491, 1.0), accum, f)
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SAMPLE_DEPTH(vec3(0.142, 0.494, 1.0), accum, f)
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SAMPLE_DEPTH(vec3(0.533, -0.036, 1.0), accum, f)
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SAMPLE_DEPTH(vec3(0.970, -0.035, 1.0), accum, f)
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SAMPLE_DEPTH(vec3(-0.388, 0.918, 1.0), accum, f)
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SAMPLE_DEPTH(vec3(-0.521, 0.067, 1.0), accum, f)
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SAMPLE_DEPTH(vec3(-0.140, -0.471, 1.0), accum, f)
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SAMPLE_DEPTH(vec3(0.487, 0.692, 1.0), accum, f)
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SAMPLE_DEPTH(vec3(-0.157, 0.331, 1.0), accum, f)
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SAMPLE_DEPTH(vec3(0.559, -0.760, 1.0), accum, f)
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SAMPLE_DEPTH(vec3(0.156, -0.956, 1.0), accum, f)
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SAMPLE_DEPTH(vec3(0.181, -0.267, 1.0), accum, f)
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SAMPLE_DEPTH(vec3(-0.773, 0.272, 1.0), accum, f)
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SAMPLE_DEPTH(vec3(0.329, 0.228, 1.0), accum, f)
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SAMPLE_DEPTH(vec3(-0.341, -0.187, 1.0), accum, f)
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SAMPLE_DEPTH(vec3(-0.121, 0.689, 1.0), accum, f)
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occlusionOut1f = min(accum * cloud, 1.0);
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}
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