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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 vec3 v_position3f;
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in vec3 v_color3f;
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layout(location = 0) out vec4 output4f;
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uniform vec3 u_sunDirection3f;
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uniform vec3 u_sunColor3f;
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uniform vec4 u_lightningColor4f;
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#ifdef COMPILE_CLOUDS
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uniform sampler2D u_cloudsTexture;
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#endif
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uniform sampler2D u_sunOcclusion;
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#define SKY_BRIGHTNESS 5.0
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void main() {
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gl_FragDepth = 0.0;
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vec3 viewDir = normalize(v_position3f);
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#ifdef COMPILE_PARABOLOID_SKY
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output4f = vec4(v_color3f * SKY_BRIGHTNESS, 0.0);
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#else
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float f = max(dot(viewDir, u_sunDirection3f) - 0.995, 0.0) * 100.0;
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float intensity = min(f * 2.0, 1.0);
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intensity *= intensity * intensity * intensity * textureLod(u_sunOcclusion, vec2(0.5, 0.5), 0.0).r * 2.0;
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output4f = vec4(v_color3f * SKY_BRIGHTNESS + intensity * u_sunColor3f, 0.0);
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#endif
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#ifdef COMPILE_CLOUDS
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if(viewDir.y < 0.01) {
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output4f.rgb = output4f.rgb * u_lightningColor4f.a + u_lightningColor4f.rgb;
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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 * cloudSample.a + cloudSample.rgb, smoothstep(0.0, 1.0, min(viewDir.y * 8.0, 1.0)));
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#endif
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output4f.rgb = output4f.rgb * u_lightningColor4f.a + u_lightningColor4f.rgb;
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}
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