#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; 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); }