#version 120 #extension GL_EXT_gpu_shader4 : enable #include "lib/settings.glsl" flat varying vec4 lightCol; flat varying vec3 WsunVec; uniform mat4 gbufferModelViewInverse; uniform int frameCounter; uniform vec3 sunPosition; uniform float sunElevation; flat varying vec2 TAA_Offset; uniform sampler2D colortex4; flat varying vec3 zMults; uniform float far; uniform float near; #include "/lib/res_params.glsl" 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.); flat varying vec3 noooormal; //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// void main() { zMults = vec3(1.0/(far * near),far+near,far-near); gl_Position = ftransform(); #ifdef TAA_UPSCALING gl_Position.xy = (gl_Position.xy*0.5+0.5)*RENDER_SCALE*2.0-1.0; #endif TAA_Offset = offsets[frameCounter%8]; #ifndef TAA TAA_Offset = vec2(0.0); #endif vec3 sc = texelFetch2D(colortex4,ivec2(6,37),0).rgb; lightCol.a = float(sunElevation > 1e-5)*2-1.; lightCol.rgb = sc; WsunVec = lightCol.a*normalize(mat3(gbufferModelViewInverse) *sunPosition); vec3 noooormal = normalize(gl_NormalMatrix * gl_Normal); }