#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; 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; #define GET_CLOUDS(pos3f, out1f)\ 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; }