peytonplayz585-shadow-4.0/desktopRuntime/resources/assets/eagler/glsl/deferred/post_lens_streaks.vsh
2024-04-11 17:18:30 -04:00

43 lines
1.5 KiB
GLSL

#line 2
/*
* Copyright (c) 2023 lax1dude. All Rights Reserved.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
*/
precision lowp int;
precision highp float;
precision highp sampler2D;
layout(location = 0) in vec2 a_position2f;
layout(location = 1) in vec2 a_texcoord2f;
out vec2 v_texcoord2f;
out float v_occlusion1f;
uniform sampler2D u_sunOcclusionValue;
uniform mat3 u_sunFlareMatrix3f;
void main() {
v_occlusion1f = max(textureLod(u_sunOcclusionValue, vec2(0.5, 0.5), 0.0).r * 1.5 - 0.5, 0.0);
if(v_occlusion1f == 0.0) {
gl_Position = vec4(-10.0, -10.0, -10.0, 1.0);
return;
}
v_texcoord2f = a_texcoord2f;
vec3 pos3f = u_sunFlareMatrix3f * vec3(a_position2f, 1.0);
gl_Position = vec4(pos3f.x, pos3f.y, 0.0, pos3f.z);
}