#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 mat4x3 u_sampleMatrix4x3f; uniform sampler2D u_cloudsTexture; #define SAMPLE_DENSITY(v, a_, f)\ f = u_sampleMatrix4x3f * v;\ f.xy = (f.xz / (f.y + 1.0)) * 0.975 * 0.5 + 0.5;\ if(f.xy == clamp(f.xy, vec2(0.001), vec2(0.999)))\ a_ += textureLod(u_cloudsTexture, f.xy, 0.0).a * 0.125;\ else\ a_ += 0.125; void main() { vec3 f; float accum = 0.0; SAMPLE_DENSITY(vec4(0.000, 0.000, 1.000, 1.0), accum, f) SAMPLE_DENSITY(vec4(0.844, 0.521, 0.126, 1.0), accum, f) SAMPLE_DENSITY(vec4(-0.187, 0.979, 0.087, 1.0), accum, f) SAMPLE_DENSITY(vec4(0.402, -0.904, 0.145, 1.0), accum, f) SAMPLE_DENSITY(vec4(-0.944, -0.316, 0.098, 1.0), accum, f) SAMPLE_DENSITY(vec4(-0.759, 0.427, 0.491, 1.0), accum, f) SAMPLE_DENSITY(vec4(0.955, -0.285, 0.076, 1.0), accum, f) SAMPLE_DENSITY(vec4(-0.322, -0.664, 0.675, 1.0), accum, f) occlusionOut1f = clamp(sqrt(accum) * 3.0 - 1.0, 0.0, 1.0); }