mirror of
https://forgejo.xatacraft.ru/Sunshine/mkxp-sunshine.git
synced 2026-08-19 13:29:54 +00:00
54 lines
1.4 KiB
GLSL
54 lines
1.4 KiB
GLSL
uniform sampler2D texture;
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uniform sampler2D noiseTexture;
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uniform lowp vec4 tone;
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uniform lowp float opacity;
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uniform lowp vec4 color;
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uniform lowp vec4 modulate;
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uniform float bushDepth;
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uniform lowp float bushOpacity;
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uniform float uTime;
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varying vec2 v_texCoord;
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uniform vec2 texSizeInv;
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const vec3 lumaF = vec3(.299, .587, .114);
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const float WATER_DISTORTION = 0.75;
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float pnoise(vec2 P){
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vec2 uv = P;
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uv *= 0.025;
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uv -= floor(uv);
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return texture2D(noiseTexture, uv).x;
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}
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void main(){
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vec2 uv = v_texCoord * texSizeInv * 8192.0;
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uv = floor(uv * 16.0) / 16.0;
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float noise = pnoise(uv);
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vec2 uv1 = uv - vec2(uTime, uTime * 0.5 + 0.5) * 0.56;
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float noise1 = pnoise(uv1 + vec2(WATER_DISTORTION, -WATER_DISTORTION) * noise);
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float p = pow(noise1 + 0.02, 20.0);
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vec2 uv2 = uv - vec2(uTime - 1.5, -uTime * 0.5) * 0.24;
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float noise2 = pnoise(uv2 + vec2(WATER_DISTORTION, -WATER_DISTORTION) * noise);
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float p2 = pow(noise2 + 0.02, 20.0);
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vec4 frag = mix(vec4(color.r, color.g, color.b, 1.0) * color.a, vec4(color.r, color.g, color.b, 1.0) * tone.a, noise1) + vec4(p, p, p, 1.0) * tone;
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frag += mix(vec4(color.r, color.g, color.b, 1.0) * color.a, vec4(color.r, color.g, color.b, 1.0) * tone.a, noise2) + vec4(p2, p2, p2, 1.0) * tone;
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frag.a = clamp(frag.a / 2.0, 0.0, 1.0);
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frag.rgb = clamp(frag.rgb, vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0));
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/* Apply opacity */
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frag.a *= opacity;
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/* Apply modulation */
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frag *= modulate;
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gl_FragColor = frag;
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}
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