peytonplayz585-shadow-3.0/desktopRuntime/resources/assets/eagler/glsl/deferred/clouds_noise3d.fsh

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2023-08-26 14:31:51 -07:00
#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;
layout(location = 0) out float output1f;
uniform sampler2D u_noiseTexture;
uniform float u_textureSlice1f;
uniform vec2 u_textureSize2f;
uniform mat4x3 u_sampleOffsetMatrix4f;
uniform vec3 u_cloudMovement3f;
#define GET_CLOUDS(pos3f, accum, factor, tmp3f)\
tmp3f.z = floor(pos3f.z);\
tmp3f.xy = pos3f.xy * 0.015625 + (tmp3f.z * 0.265625);\
pos3f.x = textureLod(u_noiseTexture, tmp3f.xy, 0.0).x;\
pos3f.y = textureLod(u_noiseTexture, tmp3f.xy + 0.265625, 0.0).x;\
accum += mix(pos3f.x, pos3f.y, pos3f.z - tmp3f.z) * factor;
void main() {
vec3 p = vec3(v_position2f.x, u_textureSlice1f, v_position2f.y) * vec3(u_textureSize2f.x, 1.0, u_textureSize2f.y);
p = u_sampleOffsetMatrix4f * vec4(p, 1.0);
vec3 sampleCoord3f = p + u_cloudMovement3f;
float noise = 0.0;
vec3 in3f = sampleCoord3f;
GET_CLOUDS(in3f, noise, 0.5, p)
in3f = sampleCoord3f * 2.0 + u_cloudMovement3f;
GET_CLOUDS(in3f, noise, 0.25, p)
in3f = sampleCoord3f * 7.0 - u_cloudMovement3f;
GET_CLOUDS(in3f, noise, 0.125, p)
in3f = (sampleCoord3f + u_cloudMovement3f) * 16.0;
GET_CLOUDS(in3f, noise, 0.0625, p)
output1f = noise;
}