Bliss-Shader/shaders/dimensions/fogBehindTranslucent_pass.vsh

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#include "/lib/settings.glsl"
#include "/lib/util.glsl"
#include "/lib/res_params.glsl"
flat varying vec4 lightCol;
flat varying vec3 averageSkyCol;
flat varying vec3 averageSkyCol_Clouds;
flat varying vec3 WsunVec;
flat varying vec3 refractedSunVec;
flat varying float tempOffsets;
uniform sampler2D colortex4;
uniform float sunElevation;
uniform vec2 texelSize;
uniform vec3 sunPosition;
uniform mat4 gbufferModelViewInverse;
uniform int frameCounter;
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uniform float frameTimeCounter;
#include "/lib/Shadow_Params.glsl"
#include "/lib/sky_gradient.glsl"
void main() {
gl_Position = ftransform();
// gl_Position.xy = (gl_Position.xy*0.5+0.5)*0.51*2.0-1.0;
gl_Position.xy = (gl_Position.xy*0.5+0.5)*(0.01+VL_RENDER_RESOLUTION)*2.0-1.0;
#ifdef TAA
tempOffsets = HaltonSeq2(frameCounter%10000);
#else
tempOffsets = 0.0;
#endif
#ifdef OVERWORLD_SHADER
lightCol.rgb = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
averageSkyCol = texelFetch2D(colortex4,ivec2(1,37),0).rgb;
averageSkyCol_Clouds = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
#endif
#ifdef NETHER_SHADER
lightCol.rgb = vec3(0.0);
averageSkyCol = vec3(0.0);
averageSkyCol_Clouds = vec3(2.0, 1.0, 0.5) * 10.0;
#endif
#ifdef END_SHADER
lightCol.rgb = vec3(0.0);
averageSkyCol = vec3(0.0);
averageSkyCol_Clouds = vec3(5.0);
#endif
lightCol.a = float(sunElevation > 1e-5)*2.0 - 1.0;
WsunVec = lightCol.a * normalize(mat3(gbufferModelViewInverse) * sunPosition);
// WsunVec = normalize(LightDir);
refractedSunVec = refract(WsunVec, -vec3(0.0,1.0,0.0), 1.0/1.33333);
}