#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; layout(location = 0) out vec4 output4f; in vec2 v_position2f; uniform sampler2D u_gbufferDepthTexture; uniform sampler2D u_gbufferNormalTexture; uniform sampler2D u_fogDepthTexture; #ifdef COMPILE_FOG_LIGHT_SHAFTS uniform sampler2D u_lightShaftsTexture; #endif #ifdef COMPILE_FOG_ATMOSPHERE uniform sampler2D u_environmentMap; uniform vec3 u_sunColorAdd3f; #endif uniform mat4 u_inverseViewProjMatrix4f; #ifdef COMPILE_FOG_LINEAR uniform vec2 u_linearFogParam2f; #else uniform float u_expFogDensity1f; #endif uniform vec4 u_fogColorLight4f; uniform vec4 u_fogColorDark4f; void main() { vec4 fragPos4f = vec4(v_position2f, textureLod(u_fogDepthTexture, v_position2f, 0.0).r, 1.0); #ifdef COMPILE_FOG_ATMOSPHERE if(fragPos4f.z <= 0.0000001) { discard; } #endif float solidDepth = textureLod(u_gbufferDepthTexture, v_position2f, 0.0).r; if(solidDepth != fragPos4f.z) { discard; } fragPos4f.xyz *= 2.0; fragPos4f.xyz -= 1.0; fragPos4f = u_inverseViewProjMatrix4f * fragPos4f; fragPos4f.xyz /= fragPos4f.w; fragPos4f.w = 1.0; float l = sqrt(dot(fragPos4f.xyz, fragPos4f.xyz)); #ifdef COMPILE_FOG_LINEAR float f = (l - u_linearFogParam2f.x) / (u_linearFogParam2f.y - u_linearFogParam2f.x); #else float f = 1.0 - exp(-u_expFogDensity1f * l); #endif float f2 = textureLod(u_gbufferNormalTexture, v_position2f, 0.0).a; vec4 fogColor4f = mix(u_fogColorDark4f, u_fogColorLight4f, f2 * f2); f = clamp(f, 0.0, 1.0) * fogColor4f.a; #ifdef COMPILE_FOG_ATMOSPHERE fragPos4f.xyz /= -l; fragPos4f.xz /= abs(fragPos4f.y) + 1.0; fragPos4f.xz *= 0.75; vec3 envMapSample3f; fragPos4f.xz *= vec2(-0.5, -0.25); fragPos4f.xz += vec2(0.5, 0.25); envMapSample3f = textureLod(u_environmentMap, fragPos4f.xz, 0.0).rgb + u_sunColorAdd3f; #ifdef COMPILE_FOG_LIGHT_SHAFTS envMapSample3f *= pow(textureLod(u_lightShaftsTexture, v_position2f, 0.0).r * 0.9 + 0.1, 2.25); f = f * 0.9 + 0.1; #endif output4f = vec4(envMapSample3f * fogColor4f.rgb, f); #else output4f = vec4(fogColor4f.rgb, f); #endif }