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Update #18 - Final release, added PBR shaders
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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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*
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* WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES
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* NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED
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* TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE
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* SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR.
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*
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* NOT FOR COMMERCIAL OR MALICIOUS USE
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*
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* (please read the 'LICENSE' file this repo's root directory for more info)
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*
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*/
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precision lowp int;
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precision highp float;
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precision highp sampler2D;
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in vec2 v_position2f;
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layout(location = 0) out float output1f;
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uniform sampler2D u_noiseTexture;
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uniform float u_textureSlice1f;
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uniform vec2 u_textureSize2f;
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uniform mat4x3 u_sampleOffsetMatrix4f;
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uniform vec3 u_cloudMovement3f;
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#define GET_CLOUDS(pos3f, accum, factor, tmp3f)\
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tmp3f.z = floor(pos3f.z);\
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tmp3f.xy = pos3f.xy * 0.015625 + (tmp3f.z * 0.265625);\
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pos3f.x = textureLod(u_noiseTexture, tmp3f.xy, 0.0).x;\
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pos3f.y = textureLod(u_noiseTexture, tmp3f.xy + 0.265625, 0.0).x;\
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accum += mix(pos3f.x, pos3f.y, pos3f.z - tmp3f.z) * factor;
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void main() {
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vec3 p = vec3(v_position2f.x, u_textureSlice1f, v_position2f.y) * vec3(u_textureSize2f.x, 1.0, u_textureSize2f.y);
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p = u_sampleOffsetMatrix4f * vec4(p, 1.0);
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vec3 sampleCoord3f = p + u_cloudMovement3f;
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float noise = 0.0;
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vec3 in3f = sampleCoord3f;
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GET_CLOUDS(in3f, noise, 0.5, p)
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in3f = sampleCoord3f * 2.0 + u_cloudMovement3f;
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GET_CLOUDS(in3f, noise, 0.25, p)
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in3f = sampleCoord3f * 7.0 - u_cloudMovement3f;
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GET_CLOUDS(in3f, noise, 0.125, p)
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in3f = (sampleCoord3f + u_cloudMovement3f) * 16.0;
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GET_CLOUDS(in3f, noise, 0.0625, p)
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output1f = noise;
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}
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