eaglercraft-1.8/sources/resources/assets/eagler/glsl/deferred/skybox_render.vsh

50 lines
1.3 KiB
GLSL

#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) in vec3 a_position3f;
layout(location = 1) in vec2 a_colorIndex2f;
out vec3 v_position3f;
out vec3 v_color3f;
uniform mat4 u_viewMatrix4f;
#ifdef COMPILE_PARABOLOID_SKY
uniform float u_farPlane1f;
#else
uniform mat4 u_projMatrix4f;
#endif
uniform sampler2D u_renderedAtmosphere;
void main() {
v_position3f = a_position3f;
v_color3f = textureLod(u_renderedAtmosphere, a_colorIndex2f, 0.0).rgb;
vec4 pos = u_viewMatrix4f * vec4(a_position3f, 0.0);
#ifdef COMPILE_PARABOLOID_SKY
float dist = pos.z;
pos.xyz = normalize(pos.xyz);
pos.xy /= 1.0 - pos.z;
pos.z = dist / u_farPlane1f;
gl_Position = vec4(pos.xyz, 1.0);
#else
gl_Position = u_projMatrix4f * vec4(pos.xyz, 1.0);
#endif
}