93 lines
2.8 KiB
GLSL
93 lines
2.8 KiB
GLSL
#line 2
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/*
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* Copyright (c) 2023 LAX1DUDE. All Rights Reserved.
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*
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* WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES
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* NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED
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* TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE
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* SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR.
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*
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* NOT FOR COMMERCIAL OR MALICIOUS USE
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*
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* (please read the 'LICENSE' file this repo's root directory for more info)
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*
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*/
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precision lowp int;
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precision highp float;
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precision highp sampler2D;
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precision highp sampler3D;
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in vec2 v_position2f;
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layout(location = 0) out vec4 output4f;
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uniform float u_rainStrength1f;
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uniform vec4 u_densityModifier4f;
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uniform float u_sampleStep1f;
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uniform float u_cloudTimer1f;
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uniform vec3 u_cloudOffset3f;
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uniform vec3 u_sunDirection3f;
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uniform vec3 u_sunColor3f;
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uniform sampler3D u_noiseTexture3D;
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uniform sampler2D u_skyIrradianceMap;
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#define GET_CLOUDS(pos3f, out1f)\
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if(pos3f == clamp(pos3f, vec3(0.0), vec3(1.0))) {\
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out1f = length(pos3f - clamp(pos3f, vec3(0.05), vec3(0.95)));\
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out1f = smoothstep(0.0, 1.0, max(1.0 - out1f * 15.0, 0.0));\
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out1f *= textureLod(u_noiseTexture3D, pos3f.xzy, 0.0).r;\
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out1f += u_densityModifier4f.w;\
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out1f = max(out1f * out1f * u_densityModifier4f.x + out1f * u_densityModifier4f.y + u_densityModifier4f.z, 0.0);\
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}else out1f = 0.0;
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void main() {
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vec2 latLong = v_position2f * 2.0 - 1.0;
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float latLongLen = dot(latLong, latLong);
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if(latLongLen > 1.025) {
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output4f = vec4(0.0);
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return;
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}
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float mag2 = 2.0 / (latLongLen + 1.0);
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vec3 dir;
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dir.y = mag2 - 1.0;
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dir.xz = latLong * mag2;
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vec3 samplePos = vec3(0.0, -4.5 + u_cloudOffset3f.y * 0.05, 0.0) + dir * u_sampleStep1f * 0.2;
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samplePos = samplePos * vec3(0.05, 0.1, 0.05) + vec3(0.5, 0.0, 0.5);
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float sample0, sample1;
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GET_CLOUDS(samplePos, sample0)
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if(sample0 < 0.002) {
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output4f = vec4(0.0, 0.0, 0.0, 1.0);
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return;
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}
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output4f.a = exp2(-sample0 * 5.0);
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vec3 sunDirection = u_sunDirection3f * vec3(1.0, 2.0, 1.0) * 0.025;
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float sunVisibility = sample0;
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GET_CLOUDS((samplePos + sunDirection), sample1)
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sunVisibility += sample1;
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GET_CLOUDS((samplePos + sunDirection * 2.0), sample1)
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sunVisibility += sample1;
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GET_CLOUDS((samplePos + sunDirection * 3.0), sample1)
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sunVisibility += sample1;
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GET_CLOUDS((samplePos + sunDirection * 4.0), sample1)
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sunVisibility += sample1;
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GET_CLOUDS((samplePos + sunDirection * 5.0), sample1)
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sunVisibility += sample1;
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sunVisibility = exp2(-sunVisibility * 50.0);
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sunVisibility *= 1.0 - exp2(-sample0 * 1.2);
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vec3 sky = textureLod(u_skyIrradianceMap, v_position2f * vec2(1.0, 0.5) + vec2(0.0, 0.5), 0.0).rgb * 0.05;
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float intergal = exp2(-7.33 * sample0) * -9.0 + 9.0;
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output4f.rgb = (u_sunColor3f * sunVisibility + sky) * intergal;
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}
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