#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) in vec2 a_position2f; layout(location = 1) in vec2 e_elementOffsetScale; layout(location = 2) in vec4 e_elementTexture4f; layout(location = 3) in vec3 e_elementColor3f; out vec2 v_texcoord2f; out vec3 v_color3f; out float v_occlusion1f; uniform sampler2D u_exposureValue; uniform sampler2D u_sunOcclusionValue; uniform vec2 u_sunPosition2f; uniform float u_aspectRatio1f; uniform float u_baseScale1f; #define FAKE_SIN(valueIn, valueOut)\ valueOut = abs(1.0 - fract(valueIn * 0.159155) * 2.0);\ valueOut = valueOut * valueOut * (3.0 - 2.0 * valueOut) * 2.0 - 1.0; 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 = e_elementTexture4f.xy + (a_position2f * 0.5 + 0.5) * e_elementTexture4f.zw; float r = textureLod(u_exposureValue, vec2(0.5, 0.5), 0.0).r * 7.5; mat2 rotationMatrix; FAKE_SIN(vec2(r + 1.570795, r), rotationMatrix[0]) rotationMatrix[1].x = -rotationMatrix[0].y; rotationMatrix[1].y = rotationMatrix[0].x; vec2 transformedVertex = rotationMatrix * (a_position2f * u_baseScale1f * e_elementOffsetScale.y / (4.0 + r * 0.75)); transformedVertex.x *= u_aspectRatio1f; transformedVertex += u_sunPosition2f * (1.0 - e_elementOffsetScale.x); v_color3f = e_elementColor3f * (0.05 + dot(u_sunPosition2f, u_sunPosition2f)); gl_Position = vec4(transformedVertex, 0.0, 1.0); }