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#include "/lib/settings.glsl"
varying vec2 texcoord;
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flat varying vec3 zMults;
flat varying vec3 zMults_DH;
flat varying vec3 WsunVec;
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uniform float far;
uniform float near;
uniform float dhFarPlane;
uniform float dhNearPlane;
uniform mat4 gbufferModelViewInverse;
uniform vec3 sunPosition;
uniform float sunElevation;
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flat varying vec2 TAA_Offset;
uniform int framemod8;
const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
vec2(-1.,3.)/8.,
vec2(5.0,1.)/8.,
vec2(-3,-5.)/8.,
vec2(-5.,5.)/8.,
vec2(-7.,-1.)/8.,
vec2(3,7.)/8.,
vec2(7.,-7.)/8.);
#ifdef BorderFog
uniform sampler2D colortex4;
flat varying vec3 skyGroundColor;
#endif
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//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
void main() {
#ifdef BorderFog
skyGroundColor = texelFetch2D(colortex4,ivec2(1,37),0).rgb / 30.0;
#endif
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#ifdef TAA
TAA_Offset = offsets[framemod8];
#else
TAA_Offset = vec2(0.0);
#endif
float lightCola = float(sunElevation > 1e-5)*2.0 - 1.0;
WsunVec = normalize(mat3(gbufferModelViewInverse) * sunPosition);
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zMults = vec3(1.0/(far * near),far+near,far-near);
zMults_DH = vec3(1.0/(dhFarPlane * dhNearPlane),dhFarPlane+dhNearPlane,dhFarPlane-dhNearPlane);
gl_Position = ftransform();
texcoord = gl_MultiTexCoord0.xy;
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}