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1 | // Fragment shader for producing animated clouds (mostly cloudy) |
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2 | |
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3 | varying float LightIntensity; |
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4 | varying vec3 MCposition; |
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5 | |
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6 | uniform sampler3D Noise; |
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7 | uniform vec3 SkyColor; // (0.0, 0.0, 0.8) |
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8 | uniform vec3 CloudColor; // (0.8, 0.8, 0.8) |
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9 | uniform vec3 Offset; // updated each frame by the application |
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10 | |
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11 | void main (void) |
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12 | { |
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13 | vec4 noisevec = texture3D(Noise, MCposition + Offset); |
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14 | |
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15 | float intensity = (noisevec[0] + noisevec[1] + |
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16 | noisevec[2] + noisevec[3]) * 1.5; |
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17 | |
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18 | vec3 color = mix(SkyColor, CloudColor, intensity) * LightIntensity; |
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19 | |
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20 | gl_FragColor = vec4 (color, 1.0); |
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21 | } |
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