#version 120 #extension GL_EXT_gpu_shader4 : enable #include "lib/settings.glsl" flat varying vec4 lightCol; flat varying vec3 ambientUp; flat varying vec3 ambientLeft; flat varying vec3 ambientRight; flat varying vec3 ambientB; flat varying vec3 ambientF; flat varying vec3 ambientDown; flat varying vec3 sunColor; flat varying vec3 moonColor; flat varying vec3 avgAmbient; flat varying vec2 TAA_Offset; flat varying float tempOffsets; flat varying float fogAmount; flat varying float VFAmount; flat varying float FogSchedule; flat varying vec3 WsunVec; flat varying vec3 refractedSunVec; uniform sampler2D colortex4; uniform vec3 sunPosition; uniform float sunElevation; uniform float rainStrength; uniform int isEyeInWater; uniform int frameCounter; // uniform int worldTime; uniform mat4 gbufferModelViewInverse; #include "/lib/util.glsl" #include "/lib/res_params.glsl" // #include "lib/biome_specifics.glsl" float luma(vec3 color) { return dot(color,vec3(0.21, 0.72, 0.07)); } 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() { tempOffsets = HaltonSeq2(frameCounter%10000); gl_Position = ftransform(); gl_Position.xy = (gl_Position.xy*0.5+0.5)*(0.01+VL_RENDER_RESOLUTION)*2.0-1.0; #ifdef TAA_UPSCALING gl_Position.xy = (gl_Position.xy*0.5+0.5)*RENDER_SCALE*2.0-1.0; #endif vec3 sc = texelFetch2D(colortex4,ivec2(6,37),0).rgb; sunColor = texelFetch2D(colortex4,ivec2(12,37),0).rgb; moonColor = texelFetch2D(colortex4,ivec2(13,37),0).rgb; avgAmbient = texelFetch2D(colortex4,ivec2(1,37),0).rgb; lightCol.a = float(sunElevation > 1e-5)*2-1.; lightCol.rgb = sc; // #ifdef VOLUMETRIC_CLOUDS // #ifndef VL_Clouds_Shadows // lightCol.rgb *= (1.0-rainStrength*0.9); // #endif // #endif TAA_Offset = offsets[frameCounter%8]; #ifndef TAA TAA_Offset = vec2(0.0); #endif WsunVec = lightCol.a*normalize(mat3(gbufferModelViewInverse) *sunPosition); refractedSunVec = refract(WsunVec, -vec3(0.0,1.0,0.0), 1.0/1.33333); }