#version 120 #extension GL_EXT_gpu_shader4 : enable #include "lib/settings.glsl" #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; 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() { gl_Position = ftransform(); lmtexcoord.xy = (gl_MultiTexCoord0).xy; vec2 lmcoord = gl_MultiTexCoord1.xy/255.; lmtexcoord.zw = lmcoord; color = gl_Color; if(gl_Color.a < 1.0 ) gl_Position = vec4(10,10,10,1); #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 }