Bliss-Shader/shaders/gbuffers_armor_glint.vsh

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#version 120
#include "/lib/settings.glsl"
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#include "/lib/res_params.glsl"
/*
!! DO NOT REMOVE !!
This code is from Chocapic13' shaders
Read the terms of modification and sharing before changing something below please !
!! DO NOT REMOVE !!
*/
varying vec4 lmtexcoord;
varying vec4 color;
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uniform vec2 texelSize;
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.);
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//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
void main() {
gl_Position = ftransform();
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lmtexcoord.xy = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st;
vec2 lmcoord = gl_MultiTexCoord1.xy/255.;
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lmtexcoord.zw = lmcoord*lmcoord;
color = gl_Color;
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#ifdef TAA
gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
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#endif
}