#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; in vec3 v_position3f; in vec3 v_color3f; layout(location = 0) out vec4 output4f; uniform vec3 u_sunDirection3f; uniform vec3 u_sunColor3f; uniform vec4 u_lightningColor4f; #ifdef COMPILE_CLOUDS uniform sampler2D u_cloudsTexture; #endif uniform sampler2D u_sunOcclusion; #define SKY_BRIGHTNESS 5.0 void main() { gl_FragDepth = 0.0; vec3 viewDir = normalize(v_position3f); #ifdef COMPILE_PARABOLOID_SKY output4f = vec4(v_color3f * SKY_BRIGHTNESS, 0.0); #else float f = max(dot(viewDir, u_sunDirection3f) - 0.995, 0.0) * 100.0; float intensity = min(f * 2.0, 1.0); intensity *= intensity * intensity * intensity * textureLod(u_sunOcclusion, vec2(0.5, 0.5), 0.0).r * 2.0; output4f = vec4(v_color3f * SKY_BRIGHTNESS + intensity * u_sunColor3f, 0.0); #endif #ifdef COMPILE_CLOUDS if(viewDir.y < 0.01) { output4f.rgb = output4f.rgb * u_lightningColor4f.a + u_lightningColor4f.rgb; return; } vec2 cloudSampleCoord2f = (viewDir.xz / (viewDir.y + 1.0)) * 0.975 * 0.5 + 0.5; vec4 cloudSample = textureLod(u_cloudsTexture, cloudSampleCoord2f, 0.0); output4f.rgb = mix(output4f.rgb, output4f.rgb * cloudSample.a + cloudSample.rgb, smoothstep(0.0, 1.0, min(viewDir.y * 8.0, 1.0))); #endif output4f.rgb = output4f.rgb * u_lightningColor4f.a + u_lightningColor4f.rgb; }