// #version 120 #extension GL_EXT_gpu_shader4 : enable #include "lib/settings.glsl" #include "/lib/res_params.glsl" #include "/lib/bokeh.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; varying vec4 normalMat; #ifdef MC_NORMAL_MAP varying vec4 tangent; attribute vec4 at_tangent; varying vec3 FlatNormals; #endif flat varying vec3 WsunVec; flat varying vec4 lightCol; //main light source color (rgb),used light source(1=sun,-1=moon) flat varying vec3 avgAmbient; uniform mat4 gbufferModelViewInverse; uniform vec3 sunPosition; uniform float sunElevation; uniform sampler2D colortex4; uniform int frameCounter; uniform float far; uniform float aspectRatio; uniform float viewHeight; uniform float viewWidth; uniform int hideGUI; uniform float screenBrightness; 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.); //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// void main() { lmtexcoord.xy = (gl_MultiTexCoord0).xy; vec2 lmcoord = gl_MultiTexCoord1.xy/255.; lmtexcoord.zw = lmcoord; gl_Position = ftransform(); color = gl_Color; avgAmbient = texelFetch2D(colortex4,ivec2(0,37),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); FlatNormals = normalize(gl_NormalMatrix *gl_Normal); #ifdef MC_NORMAL_MAP tangent = vec4(normalize(gl_NormalMatrix *at_tangent.rgb),at_tangent.w); #endif normalMat = vec4(normalize(gl_NormalMatrix *gl_Normal),1.0); #ifdef TAA_UPSCALING gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w; #endif #ifdef TAA gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize; #endif #ifdef DOF_JITTER vec2 jitter = clamp(jitter_offsets[frameCounter % 64], -1.0, 1.0); jitter = rotate(radians(float(frameCounter))) * jitter; jitter.y *= aspectRatio; jitter.x *= DOF_ANAMORPHIC_RATIO; #if DOF_JITTER_FOCUS < 0 float focusMul = gl_Position.z - mix(pow(512.0, screenBrightness), 512.0 * screenBrightness, 0.25); #else float focusMul = gl_Position.z - DOF_JITTER_FOCUS; #endif vec2 totalOffset = (jitter * JITTER_STRENGTH) * focusMul * 1e-2; gl_Position.xy += hideGUI >= 1 ? totalOffset : vec2(0); #endif }