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minecraftbackup
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lambda
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src/main/resources/assets/shaders/menu/sky.fsh
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Constructor
Synchronized inventory transactions (#308)
24 июн 2022, 05:48
Не верифицирован
24 июн 2022, 05:48
c048b4f
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#ifdef GL_ES precision mediump float; #endif #extension GL_OES_standard_derivatives : enable uniform float time; //uniform vec2 mouse; uniform vec2 resolution; const float cloudscale = 1.1; const float speed = 0.009; const float clouddark = 0.5; const float cloudlight = 0.3; const float cloudcover = 0.2; const float cloudalpha = 8.0; const float skytint = 0.5; const vec3 skycolour1 = vec3(0.2, 0.4, 0.6); const vec3 skycolour2 = vec3(0.4, 0.7, 1.0); const mat2 m = mat2(1.6, 1.2, -1.2, 1.6); vec2 hash(vec2 p) { p = vec2(dot(p, vec2(127.1, 311.7)), dot(p, vec2(269.5, 183.3))); return -1.0 + 2.0*fract(sin(p)*43758.5453123); } float noise(in vec2 p) { const float K1 = 0.366025404;// (sqrt(3)-1)/2; const float K2 = 0.211324865;// (3-sqrt(3))/6; vec2 i = floor(p + (p.x+p.y)*K1); vec2 a = p - i + (i.x+i.y)*K2; vec2 o = (a.x>a.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);//vec2 of = 0.5 + 0.5*vec2(sign(a.x-a.y), sign(a.y-a.x)); vec2 b = a - o + K2; vec2 c = a - 1.0 + 2.0*K2; vec3 h = max(0.5-vec3(dot(a, a), dot(b, b), dot(c, c)), 0.0); vec3 n = h*h*h*h*vec3(dot(a, hash(i+0.0)), dot(b, hash(i+o)), dot(c, hash(i+1.0))); return dot(n, vec3(70.0)); } float fbm(vec2 n) { float total = 0.0, amplitude = 0.1; for (int i = 0; i < 7; i++) { total += noise(n) * amplitude; n = m * n; amplitude *= 0.4; } return total; } // ----------------------------------------------- void main() { vec2 p = gl_FragCoord.xy / (resolution.xy); vec2 uv = p*vec2(resolution.x / resolution.y, 0.9); float localTime = time * speed; float q = fbm(uv * cloudscale * 0.1); //ridged noise shape float r = 0.0; uv *= cloudscale; uv -= q - localTime; float weight = 0.8; for (int i=0; i<8; i++){ r += abs(weight*noise(uv)); uv = m*uv + localTime; weight *= 0.7; } //noise shape float f = 0.0; uv = p*vec2(resolution.x/resolution.y, 1.0); uv *= cloudscale; uv -= q - localTime; weight = 0.7; for (int i=0; i<8; i++){ f += weight*noise(uv); uv = m*uv + localTime; weight *= 0.6; } f *= r + f; //noise colour float c = 0.0; localTime = time * speed * 2.0; uv = p*vec2(resolution.x/resolution.y, 1.0); uv *= cloudscale*2.0; uv -= q - localTime; weight = 0.4; for (int i=0; i<7; i++){ c += weight*noise(uv); uv = m*uv + localTime; weight *= 0.6; } //noise ridge colour float c1 = 0.0; localTime = time * speed * 3.0; uv = p*vec2(resolution.x/resolution.y, 1.0); uv *= cloudscale*3.0; uv -= q - localTime; weight = 0.4; for (int i=0; i<7; i++){ c1 += abs(weight*noise(uv)); uv = m*uv + localTime; weight *= 0.6; } c += c1; vec3 skycolour = mix(skycolour2, skycolour1, p.y); vec3 cloudcolour = vec3(1.1, 1.1, 0.9) * clamp((clouddark + cloudlight*c), 0.0, 1.0); f = cloudcover + cloudalpha*f*r; vec3 result = mix(skycolour, clamp(skytint * skycolour + cloudcolour, 0.0, 1.0), clamp(f + c, 0.0, 1.0)); gl_FragColor = vec4(result, 1.0); }