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/* | |
* 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; | |
precision highp sampler3D; | |
in vec2 v_position2f; | |
layout(location = 0) out vec4 output4f; | |
uniform float u_rainStrength1f; | |
uniform vec4 u_densityModifier4f; | |
uniform float u_sampleStep1f; | |
uniform float u_cloudTimer1f; | |
uniform vec3 u_cloudOffset3f; | |
uniform vec3 u_sunDirection3f; | |
uniform vec3 u_sunColor3f; | |
uniform sampler3D u_noiseTexture3D; | |
uniform sampler2D u_skyIrradianceMap; | |
if(pos3f == clamp(pos3f, vec3(0.0), vec3(1.0))) {\ | |
out1f = length(pos3f - clamp(pos3f, vec3(0.05), vec3(0.95)));\ | |
out1f = smoothstep(0.0, 1.0, max(1.0 - out1f * 15.0, 0.0));\ | |
out1f *= textureLod(u_noiseTexture3D, pos3f.xzy, 0.0).r;\ | |
out1f += u_densityModifier4f.w;\ | |
out1f = max(out1f * out1f * u_densityModifier4f.x + out1f * u_densityModifier4f.y + u_densityModifier4f.z, 0.0);\ | |
}else out1f = 0.0; | |
void main() { | |
vec2 latLong = v_position2f * 2.0 - 1.0; | |
float latLongLen = dot(latLong, latLong); | |
if(latLongLen > 1.025) { | |
output4f = vec4(0.0); | |
return; | |
} | |
float mag2 = 2.0 / (latLongLen + 1.0); | |
vec3 dir; | |
dir.y = mag2 - 1.0; | |
dir.xz = latLong * mag2; | |
vec3 samplePos = vec3(0.0, -4.5 + u_cloudOffset3f.y * 0.05, 0.0) + dir * u_sampleStep1f * 0.2; | |
samplePos = samplePos * vec3(0.05, 0.1, 0.05) + vec3(0.5, 0.0, 0.5); | |
float sample0, sample1; | |
GET_CLOUDS(samplePos, sample0) | |
if(sample0 < 0.002) { | |
output4f = vec4(0.0, 0.0, 0.0, 1.0); | |
return; | |
} | |
output4f.a = exp2(-sample0 * 5.0); | |
vec3 sunDirection = u_sunDirection3f * vec3(1.0, 2.0, 1.0) * 0.025; | |
float sunVisibility = sample0; | |
GET_CLOUDS((samplePos + sunDirection), sample1) | |
sunVisibility += sample1; | |
GET_CLOUDS((samplePos + sunDirection * 2.0), sample1) | |
sunVisibility += sample1; | |
GET_CLOUDS((samplePos + sunDirection * 3.0), sample1) | |
sunVisibility += sample1; | |
GET_CLOUDS((samplePos + sunDirection * 4.0), sample1) | |
sunVisibility += sample1; | |
GET_CLOUDS((samplePos + sunDirection * 5.0), sample1) | |
sunVisibility += sample1; | |
sunVisibility = exp2(-sunVisibility * 50.0); | |
sunVisibility *= 1.0 - exp2(-sample0 * 1.2); | |
vec3 sky = textureLod(u_skyIrradianceMap, v_position2f * vec2(1.0, 0.5) + vec2(0.0, 0.5), 0.0).rgb * 0.05; | |
float intergal = exp2(-7.33 * sample0) * -9.0 + 9.0; | |
output4f.rgb = (u_sunColor3f * sunVisibility + sky) * intergal; | |
} | |