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

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1.7 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;
in vec3 v_position3f;
layout(location = 0) out vec4 output4f;
#define SKY_BRIGHTNESS 0.05
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);
}