veloren/assets/voxygen/shaders/include/rain_occlusion.glsl

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#ifndef RAIN_OCCLUSION_GLSL
#define RAIN_OCCLUSION_GLSL
// Use with sampler2DShadow
layout(set = 1, binding = 4)
uniform texture2D t_directed_occlusion_maps;
layout(set = 1, binding = 5)
uniform samplerShadow s_directed_occlusion_maps;
layout (std140, set = 0, binding = 14)
uniform u_rain_occlusion {
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mat4 rain_occlusion_matrices;
mat4 rain_occlusion_texture_mat;
mat4 rain_dir_mat;
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float integrated_rain_vel;
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float rain_density;
vec2 occlusion_dummy; // Fix alignment.
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};
float rain_occlusion_at(in vec3 fragPos)
{
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vec4 rain_pos = rain_occlusion_texture_mat * vec4(fragPos, 1.0);
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float visibility = textureProj(sampler2DShadow(t_directed_occlusion_maps, s_directed_occlusion_maps), rain_pos);
return visibility;
}
#endif