2023-01-13 04:00:14 +08:00
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#version 120
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#extension GL_EXT_gpu_shader4 : enable
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2023-01-13 04:28:19 +08:00
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#include "lib/settings.glsl"
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2023-01-13 04:00:14 +08:00
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flat varying vec2 TAA_Offset;
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flat varying vec3 WsunVec;
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uniform sampler2D colortex4;
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uniform int frameCounter;
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uniform float sunElevation;
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uniform vec3 sunPosition;
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uniform mat4 gbufferModelViewInverse;
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#include "/lib/util.glsl"
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#include "/lib/res_params.glsl"
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2023-01-13 04:28:19 +08:00
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2023-01-13 04:00:14 +08:00
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const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
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vec2(-1.,3.)/8.,
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vec2(5.0,1.)/8.,
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vec2(-3,-5.)/8.,
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vec2(-5.,5.)/8.,
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vec2(-7.,-1.)/8.,
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vec2(3,7.)/8.,
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vec2(7.,-7.)/8.);
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void main() {
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TAA_Offset = offsets[frameCounter%8];
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#ifndef TAA
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2023-01-13 04:28:19 +08:00
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TAA_Offset = vec2(0.0);
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2023-01-13 04:00:14 +08:00
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#endif
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gl_Position = ftransform();
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#ifdef TAA_UPSCALING
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gl_Position.xy = (gl_Position.xy*0.5+0.5)*RENDER_SCALE*2.0-1.0;
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#endif
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WsunVec = (float(sunElevation > 1e-5)*2-1.)*normalize(mat3(gbufferModelViewInverse) * sunPosition);
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}
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