#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; in vec3 v_position3f; layout(location = 0) out vec4 output4f; #define SKY_BRIGHTNESS 0.015 uniform sampler2D u_skyTexture; uniform vec2 u_skyTextureScale2f; void main() { gl_FragDepth = 0.0; vec3 viewDir = normalize(v_position3f); vec3 blending = abs(viewDir * viewDir * viewDir); blending = normalize(max(blending, 0.00001)); float b = (blending.x + blending.y + blending.z); blending /= b; vec3 blendedSkyColor = texture(u_skyTexture, v_position3f.zy * u_skyTextureScale2f).rgb * blending.x; blendedSkyColor += texture(u_skyTexture, v_position3f.xz * u_skyTextureScale2f).rgb * blending.y; blendedSkyColor += texture(u_skyTexture, v_position3f.xy * u_skyTextureScale2f).rgb * blending.z; output4f = vec4(blendedSkyColor * blendedSkyColor * blendedSkyColor * SKY_BRIGHTNESS, 0.0); }