eaglercraft-1.8/sources/resources/assets/eagler/glsl/deferred/clouds_sun_occlusion.fsh

51 lines
1.8 KiB
GLSL

#line 2
/*
* Copyright (c) 2023 lax1dude. All Rights Reserved.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
*/
precision lowp int;
precision highp float;
precision highp sampler2D;
layout(location = 0) out float occlusionOut1f;
uniform mat4x3 u_sampleMatrix4x3f;
uniform sampler2D u_cloudsTexture;
#define SAMPLE_DENSITY(v, a_, f)\
f = u_sampleMatrix4x3f * v;\
f.xy = (f.xz / (f.y + 1.0)) * 0.975 * 0.5 + 0.5;\
if(f.xy == clamp(f.xy, vec2(0.001), vec2(0.999)))\
a_ += textureLod(u_cloudsTexture, f.xy, 0.0).a * 0.125;\
else\
a_ += 0.125;
void main() {
vec3 f;
float accum = 0.0;
SAMPLE_DENSITY(vec4(0.000, 0.000, 1.000, 1.0), accum, f)
SAMPLE_DENSITY(vec4(0.844, 0.521, 0.126, 1.0), accum, f)
SAMPLE_DENSITY(vec4(-0.187, 0.979, 0.087, 1.0), accum, f)
SAMPLE_DENSITY(vec4(0.402, -0.904, 0.145, 1.0), accum, f)
SAMPLE_DENSITY(vec4(-0.944, -0.316, 0.098, 1.0), accum, f)
SAMPLE_DENSITY(vec4(-0.759, 0.427, 0.491, 1.0), accum, f)
SAMPLE_DENSITY(vec4(0.955, -0.285, 0.076, 1.0), accum, f)
SAMPLE_DENSITY(vec4(-0.322, -0.664, 0.675, 1.0), accum, f)
occlusionOut1f = clamp(sqrt(accum) * 3.0 - 1.0, 0.0, 1.0);
}