#version 120 uniform float cloudpos1_x; uniform float cloudpos1_y; uniform float cloudpos2_x; uniform float cloudpos2_y; uniform float cloudpos3_x; uniform float cloudpos3_y; uniform float cloudpos4_x; uniform float cloudpos4_y; uniform float cloudpos5_x; uniform float cloudpos5_y; uniform float cloudpos6_x; uniform float cloudpos6_y; uniform float cloudpos7_x; uniform float cloudpos7_y; uniform float cloudpos8_x; uniform float cloudpos8_y; uniform float cloudpos9_x; uniform float cloudpos9_y; uniform float cloudpos10_x; uniform float cloudpos10_y; uniform float cloudpos11_x; uniform float cloudpos11_y; uniform float cloudpos12_x; uniform float cloudpos12_y; uniform float cloudpos13_x; uniform float cloudpos13_y; uniform float cloudpos14_x; uniform float cloudpos14_y; uniform float cloudpos15_x; uniform float cloudpos15_y; uniform float cloudpos16_x; uniform float cloudpos16_y; uniform float cloudpos17_x; uniform float cloudpos17_y; uniform float cloudpos18_x; uniform float cloudpos18_y; uniform float cloudpos19_x; uniform float cloudpos19_y; uniform float cloudpos20_x; uniform float cloudpos20_y; uniform float cloudpos_n_x; uniform float cloudpos_n_y; float shadow_func (in float x, in float y, in float noise, in float dist) { if (dist > 30000.0) {return 1.0;} float width = fract((cloudpos1_x)) * 5000.0; float strength = fract((cloudpos1_y)); float dlength = length( vec2 (x - cloudpos1_x, y - cloudpos1_y)); float shadeValue = strength * (1.0-smoothstep(width * 0.5, width, dlength)); dlength = length ( vec2 (x - cloudpos2_x, y - cloudpos2_y)); width = fract((cloudpos2_x)) * 5000.0; strength = fract((cloudpos2_y)); shadeValue = shadeValue + strength * (1.0-smoothstep(width * 0.5, width, dlength)); dlength = length ( vec2 (x - cloudpos3_x, y - cloudpos3_y)); width = fract((cloudpos3_x)) * 5000.0; strength = fract((cloudpos3_y)); shadeValue = shadeValue + strength * (1.0-smoothstep(width * 0.5, width, dlength)); dlength = length ( vec2 (x - cloudpos4_x, y - cloudpos4_y)); width = fract((cloudpos4_x)) * 5000.0; strength = fract((cloudpos4_y)); shadeValue = shadeValue + strength * (1.0-smoothstep(width * 0.5, width, dlength)); dlength = length ( vec2 (x - cloudpos5_x, y - cloudpos5_y)); width = fract((cloudpos5_x)) * 5000.0; strength = fract((cloudpos5_y)); shadeValue = shadeValue + strength * (1.0-smoothstep(width * 0.5, width, dlength)); dlength = length ( vec2 (x - cloudpos6_x, y - cloudpos6_y)); width = fract((cloudpos6_x)) * 5000.0; strength = fract((cloudpos6_y)); shadeValue = shadeValue + strength * (1.0-smoothstep(width * 0.5, width, dlength)); dlength = length ( vec2 (x - cloudpos7_x, y - cloudpos7_y)); width = fract((cloudpos7_x)) * 5000.0; strength = fract((cloudpos7_y)); shadeValue = shadeValue + strength * (1.0-smoothstep(width * 0.5, width, dlength)); dlength = length ( vec2 (x - cloudpos8_x, y - cloudpos8_y)); width = fract((cloudpos8_x)) * 5000.0; strength = fract((cloudpos8_y)); shadeValue = shadeValue + strength * (1.0-smoothstep(width * 0.5, width, dlength)); dlength = length ( vec2 (x - cloudpos9_x, y - cloudpos9_y)); width = fract((cloudpos9_x)) * 5000.0; strength = fract((cloudpos9_y)); shadeValue = shadeValue + strength * (1.0-smoothstep(width * 0.5, width, dlength)); dlength = length ( vec2 (x - cloudpos10_x, y - cloudpos10_y)); width = fract((cloudpos10_x)) * 5000.0; strength = fract((cloudpos10_y)); shadeValue = shadeValue + strength * (1.0-smoothstep(width * 0.5, width, dlength)); dlength = length ( vec2 (x - cloudpos11_x, y - cloudpos11_y)); width = fract((cloudpos11_x)) * 5000.0; strength = fract((cloudpos11_y)); shadeValue = shadeValue + strength * (1.0-smoothstep(width * 0.5, width, dlength)); dlength = length ( vec2 (x - cloudpos12_x, y - cloudpos12_y)); width = fract((cloudpos12_x)) * 5000.0; strength = fract((cloudpos12_y)); shadeValue = shadeValue + strength * (1.0-smoothstep(width * 0.5, width, dlength)); dlength = length ( vec2 (x - cloudpos13_x, y - cloudpos13_y)); width = fract((cloudpos13_x)) * 5000.0; strength = fract((cloudpos13_y)); shadeValue = shadeValue + strength * (1.0-smoothstep(width * 0.5, width, dlength)); dlength = length ( vec2 (x - cloudpos14_x, y - cloudpos14_y)); width = fract((cloudpos14_x)) * 5000.0; strength = fract((cloudpos14_y)); shadeValue = shadeValue + strength * (1.0-smoothstep(width * 0.5, width, dlength)); dlength = length ( vec2 (x - cloudpos15_x, y - cloudpos15_y)); width = fract((cloudpos15_x)) * 5000.0; strength = fract((cloudpos15_y)); shadeValue = shadeValue + strength * (1.0-smoothstep(width * 0.5, width, dlength)); dlength = length ( vec2 (x - cloudpos16_x, y - cloudpos16_y)); width = fract((cloudpos16_x)) * 5000.0; strength = fract((cloudpos16_y)); shadeValue = shadeValue + strength * (1.0-smoothstep(width * 0.5, width, dlength)); dlength = length ( vec2 (x - cloudpos17_x, y - cloudpos17_y)); width = fract((cloudpos17_x)) * 5000.0; strength = fract((cloudpos17_y)); shadeValue = shadeValue + strength * (1.0-smoothstep(width * 0.5, width, dlength)); dlength = length ( vec2 (x - cloudpos18_x, y - cloudpos18_y)); width = fract((cloudpos18_x)) * 5000.0; strength = fract((cloudpos18_y)); shadeValue = shadeValue + strength * (1.0-smoothstep(width * 0.5, width, dlength)); dlength = length ( vec2 (x - cloudpos19_x, y - cloudpos19_y)); width = fract((cloudpos19_x)) * 5000.0; strength = fract((cloudpos19_y)); shadeValue = shadeValue + strength * (1.0-smoothstep(width * 0.5, width, dlength)); dlength = length ( vec2 (x - cloudpos20_x, y - cloudpos20_y)); width = fract((cloudpos20_x)) * 5000.0; strength = fract((cloudpos20_y)); shadeValue = shadeValue + strength * (1.0-smoothstep(width * 0.5, width, dlength)); shadeValue = shadeValue * (0.8 + 2.0 * shadeValue * smoothstep(0.4,0.6,noise)); shadeValue = clamp(shadeValue,0.0,1.0); shadeValue = shadeValue * (1.0 - smoothstep(15000.0, 30000.0,dist)); return 1.0 - shadeValue; } float shadow_func_nearest (in float x, in float y, in float noise, in float dist) { if (dist > 6000.0) {return 1.0;} float width = fract((cloudpos_n_x)) * 5000.0; float strength = fract((cloudpos_n_y)); float dlength = length( vec2 (x - cloudpos_n_x, y - cloudpos_n_y)); float shadeValue = strength * (1.0-smoothstep(width * 0.5, width, dlength)); return 1.0 - shadeValue; }