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https://github.com/Eaglercraft-Archive/Eaglercraftx-1.8.8-src.git
synced 2025-06-27 18:38:14 -05:00
Update #50 - Bug fixes and shader improvements
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@ -1,7 +1,7 @@
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#line 2
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/*
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* Copyright (c) 2023 lax1dude. All Rights Reserved.
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* Copyright (c) 2023-2025 lax1dude. All Rights Reserved.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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@ -31,21 +31,40 @@ uniform vec3 u_lightDir3f;
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uniform sampler2D u_moonTextures;
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uniform sampler2D u_cloudsTexture;
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#define MOON_SURFACE 0.9
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#define MOON_MARGIN 0.0125
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void main() {
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gl_FragDepth = 0.0;
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vec4 color4f = texture(u_moonTextures, v_position2f);
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if(color4f.a < 0.99) {
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discard;
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vec2 coord2f = v_position2f * 2.0 - 1.0;
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vec2 texUV = (coord2f * (1.0 / (MOON_SURFACE + MOON_MARGIN))) * 0.5 + 0.5;
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vec4 color4f = vec4(0.0);
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if(texUV == clamp(texUV, vec2(0.0), vec2(1.0))) {
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color4f = texture(u_moonTextures, texUV);
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}
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vec3 moonNormal3f;
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moonNormal3f.xy = color4f.rg * 2.0 - 1.0;
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moonNormal3f.z = sqrt(1.0 - dot(moonNormal3f.xy, moonNormal3f.xy));
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float NdotV = dot(moonNormal3f, u_lightDir3f);
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output4f = vec4(u_moonColor3f * (color4f.b * color4f.b * mix(max(NdotV, 0.0), max(NdotV + 0.45, 0.0) * 0.5f, max(u_lightDir3f.z * u_lightDir3f.z * -u_lightDir3f.z, 0.0))), 0.0);
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float NdotV = max(dot(moonNormal3f, u_lightDir3f), 0.0);
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vec3 viewDir = normalize(v_position3f);
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vec2 surfaceCoord2f = coord2f * (1.0 / MOON_SURFACE);
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vec3 moonAtmosNormalInner3f = vec3(surfaceCoord2f, sqrt(1.0 - dot(surfaceCoord2f, surfaceCoord2f)));
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vec3 moonAtmosNormalOuter3f = vec3(surfaceCoord2f, sqrt(-1.0 + dot(surfaceCoord2f, surfaceCoord2f)));
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float NdotVInner = max(dot(moonAtmosNormalInner3f, u_lightDir3f), 0.0);
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float NdotVOuter = max(dot(moonAtmosNormalOuter3f, u_lightDir3f) + 0.65, 0.0);
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float atmosInner = max((MOON_SURFACE * 0.2) / moonAtmosNormalInner3f.z - 0.2, 0.0);
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float atmosOuter = max((MOON_SURFACE * 0.2) / moonAtmosNormalOuter3f.z - 0.4, 0.0);
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output4f = vec4(u_moonColor3f * (color4f.b * color4f.b * NdotV + (NdotVInner * atmosInner + NdotVOuter * atmosOuter * vec3(0.8, 0.825, 0.9)) * (0.5 - max(u_lightDir3f.z, 0.0) * 0.25)), 0.0);
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if(viewDir.y < 0.01) {
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return;
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}
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vec2 cloudSampleCoord2f = (viewDir.xz / (viewDir.y + 1.0)) * 0.975 * 0.5 + 0.5;
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vec4 cloudSample = textureLod(u_cloudsTexture, cloudSampleCoord2f, 0.0);
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output4f.rgb = mix(output4f.rgb, output4f.rgb * max(cloudSample.a * 1.25 - 0.25, 0.0), smoothstep(0.0, 1.0, min(viewDir.y * 8.0, 1.0)));
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