#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 vec2 v_position2f; in vec3 v_position3f; layout(location = 0) out vec4 output4f; uniform vec3 u_moonColor3f; uniform vec3 u_lightDir3f; uniform sampler2D u_moonTextures; uniform sampler2D u_cloudsTexture; void main() { gl_FragDepth = 0.0; vec4 color4f = texture(u_moonTextures, v_position2f); if(color4f.a < 0.99) { discard; } vec3 moonNormal3f; moonNormal3f.xy = color4f.rg * 2.0 - 1.0; moonNormal3f.z = sqrt(1.0 - dot(moonNormal3f.xy, moonNormal3f.xy)); float NdotV = dot(moonNormal3f, u_lightDir3f); output4f = vec4(u_moonColor3f * (color4f.b * color4f.b * mix(max(NdotV, 0.0), max(NdotV + 0.45, 0.0) * 0.5f, max(u_lightDir3f.z * u_lightDir3f.z * -u_lightDir3f.z, 0.0))), 0.0); vec3 viewDir = normalize(v_position3f); if(viewDir.y < 0.01) { 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 * max(cloudSample.a * 1.25 - 0.25, 0.0), smoothstep(0.0, 1.0, min(viewDir.y * 8.0, 1.0))); }