Bliss-Shader/shaders/composite15.vsh

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#version 120
#extension GL_EXT_gpu_shader4 : enable
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#include "lib/settings.glsl"
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varying vec2 texcoord;
flat varying vec4 exposure;
flat varying vec2 rodExposureDepth;
uniform sampler2D colortex4;
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void main() {
gl_Position = ftransform();
texcoord = gl_MultiTexCoord0.xy;
exposure=vec4(texelFetch2D(colortex4,ivec2(10,37),0).r*vec3(FinalR,FinalG,FinalB),texelFetch2D(colortex4,ivec2(10,37),0).r);
rodExposureDepth = texelFetch2D(colortex4,ivec2(14,37),0).rg;
rodExposureDepth.y = sqrt(rodExposureDepth.y/65000.0);
}