hoosiertransfer-mod/desktopRuntime/resources/assets/eagler/glsl/deferred/skybox_render.fsh

62 lines
2.2 KiB
Plaintext
Raw Normal View History

2024-03-15 14:25:40 -05:00
#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;
in vec3 v_position3f;
in vec3 v_color3f;
layout(location = 0) out vec4 output4f;
uniform vec3 u_sunDirection3f;
uniform vec3 u_sunColor3f;
uniform vec4 u_lightningColor4f;
#ifdef COMPILE_CLOUDS
uniform sampler2D u_cloudsTexture;
#endif
uniform sampler2D u_sunOcclusion;
#define SKY_BRIGHTNESS 5.0
void main() {
gl_FragDepth = 0.0;
vec3 viewDir = normalize(v_position3f);
#ifdef COMPILE_PARABOLOID_SKY
output4f = vec4(v_color3f * SKY_BRIGHTNESS, 0.0);
#else
float f = max(dot(viewDir, u_sunDirection3f) - 0.995, 0.0) * 100.0;
float intensity = min(f * 2.0, 1.0);
intensity *= intensity * intensity * intensity * textureLod(u_sunOcclusion, vec2(0.5, 0.5), 0.0).r * 2.0;
output4f = vec4(v_color3f * SKY_BRIGHTNESS + intensity * u_sunColor3f, 0.0);
#endif
#ifdef COMPILE_CLOUDS
if(viewDir.y < 0.01) {
output4f.rgb = output4f.rgb * u_lightningColor4f.a + u_lightningColor4f.rgb;
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 * cloudSample.a + cloudSample.rgb, smoothstep(0.0, 1.0, min(viewDir.y * 8.0, 1.0)));
#endif
output4f.rgb = output4f.rgb * u_lightningColor4f.a + u_lightningColor4f.rgb;
}