#line 2 /* * Copyright (c) 2023 LAX1DUDE. All Rights Reserved. * * WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES * NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED * TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE * SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR. * * NOT FOR COMMERCIAL OR MALICIOUS USE * * (please read the 'LICENSE' file this repo's root directory for more info) * */ precision lowp int; precision highp float; precision highp sampler2D; in vec2 v_position2f; layout(location = 0) out float output1f; uniform sampler2D u_noiseTexture; uniform float u_textureSlice1f; uniform vec2 u_textureSize2f; uniform mat4x3 u_sampleOffsetMatrix4f; uniform vec3 u_cloudMovement3f; #define GET_CLOUDS(pos3f, accum, factor, tmp3f)\ tmp3f.z = floor(pos3f.z);\ tmp3f.xy = pos3f.xy * 0.015625 + (tmp3f.z * 0.265625);\ pos3f.x = textureLod(u_noiseTexture, tmp3f.xy, 0.0).x;\ pos3f.y = textureLod(u_noiseTexture, tmp3f.xy + 0.265625, 0.0).x;\ accum += mix(pos3f.x, pos3f.y, pos3f.z - tmp3f.z) * factor; void main() { vec3 p = vec3(v_position2f.x, u_textureSlice1f, v_position2f.y) * vec3(u_textureSize2f.x, 1.0, u_textureSize2f.y); p = u_sampleOffsetMatrix4f * vec4(p, 1.0); vec3 sampleCoord3f = p + u_cloudMovement3f; float noise = 0.0; vec3 in3f = sampleCoord3f; GET_CLOUDS(in3f, noise, 0.5, p) in3f = sampleCoord3f * 2.0 + u_cloudMovement3f; GET_CLOUDS(in3f, noise, 0.25, p) in3f = sampleCoord3f * 7.0 - u_cloudMovement3f; GET_CLOUDS(in3f, noise, 0.125, p) in3f = (sampleCoord3f + u_cloudMovement3f) * 16.0; GET_CLOUDS(in3f, noise, 0.0625, p) output1f = noise; }