#version 120 #extension GL_EXT_gpu_shader4 : enable #include "lib/settings.glsl" flat varying vec3 sunColor; flat varying vec3 moonColor; flat varying vec4 lightCol; flat varying vec3 avgAmbient; flat varying float tempOffsets; flat varying vec3 WsunVec; flat varying vec3 ambientUp; flat varying vec3 ambientLeft; flat varying vec3 ambientRight; flat varying vec3 ambientB; flat varying vec3 ambientF; flat varying vec3 ambientDown; uniform mat4 gbufferModelViewInverse; uniform vec3 sunPosition; uniform float sunElevation; uniform sampler2D colortex4; uniform int frameCounter; #include "/lib/util.glsl" #include "/lib/res_params.glsl" void main() { // TAA_Offset = offsets[frameCounter%8]; // #ifndef TAA // TAA_Offset = vec2(0.0); // #endif tempOffsets = HaltonSeq2(frameCounter%10000); gl_Position = ftransform(); gl_Position.xy = (gl_Position.xy*0.5+0.5)*clamp(CLOUDS_QUALITY+0.01,0.0,1.0)*2.0-1.0; #ifdef TAA_UPSCALING gl_Position.xy = (gl_Position.xy*0.5+0.5)*RENDER_SCALE*2.0-1.0; #endif sunColor = texelFetch2D(colortex4,ivec2(12,37),0).rgb; moonColor = texelFetch2D(colortex4,ivec2(13,37),0).rgb; // avgAmbient = texelFetch2D(colortex4,ivec2(11,37),0).rgb; 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); // ambientUp = texelFetch2D(colortex4,ivec2(0,37),0).rgb; // ambientDown = texelFetch2D(colortex4,ivec2(1,37),0).rgb; // ambientLeft = texelFetch2D(colortex4,ivec2(2,37),0).rgb; // ambientRight = texelFetch2D(colortex4,ivec2(3,37),0).rgb; // ambientB = texelFetch2D(colortex4,ivec2(4,37),0).rgb; // ambientF = texelFetch2D(colortex4,ivec2(5,37),0).rgb; avgAmbient = texelFetch2D(colortex4,ivec2(1,37),0).rgb; }