acdream/src/AcDream.App/Rendering/Shaders/atmospheric_sun_occlusion.frag

14 lines
392 B
GLSL

#version 430 core
layout(location = 0) in vec2 vUv;
layout(location = 0) out vec4 oColor;
#include "atmospheric_common.glsl"
void main()
{
float depth = ACDREAM_SAMPLE_2D(uTextureIndexA, vUv).r;
float unobstructedSky = smoothstep(0.9975, 0.99995, depth);
float enabled = uAtmosphereSunScreen.z * uAtmosphereWeather.w;
oColor = vec4(vec3(unobstructedSky * enabled), 1.0);
}