// MinecraftPT — Sky_End_FS // End dimension sky rendering pass. #include "/Lib/Settings.glsl" #include "/Lib/BasicFunctions/LightingConstants.glsl" #include "/Lib/Utilities.glsl" #include "/Lib/IndividualFunctions/EndSky.glsl" uniform sampler2D depthtex0; layout(location = 0) out vec4 colorOut; void main(){ ivec2 texelCoord = ivec2(gl_FragCoord.xy); float depth = texelFetch(depthtex0, texelCoord, 0).r; if (depth < 1.0){ discard; } vec4 viewPos = gbufferProjectionInverse * vec4(vec2(texelCoord) / screenSize * 2.0 - 1.0, 1.0, 1.0); vec3 viewDir = normalize(viewPos.xyz / viewPos.w); vec3 worldDir = normalize(mat3(gbufferModelViewInverse) * viewDir); vec3 color = GetEndSky(worldDir, GetSunDirWorld()); colorOut = vec4(color, 1.0); }