#include "/lib/settings.glsl" #include "/lib/util.glsl" #include "/lib/res_params.glsl" flat varying vec4 lightCol; flat varying vec3 averageSkyCol; flat varying vec3 averageSkyCol_Clouds; flat varying vec3 WsunVec; flat varying vec3 refractedSunVec; flat varying float tempOffsets; uniform vec2 texelSize; uniform sampler2D colortex4; uniform float sunElevation; uniform vec3 sunPosition; uniform mat4 gbufferModelViewInverse; uniform int frameCounter; //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// uniform float frameTimeCounter; #include "/lib/Shadow_Params.glsl" #include "/lib/sky_gradient.glsl" void main() { gl_Position = ftransform(); // gl_Position.xy = (gl_Position.xy*0.5+0.5)*0.51*2.0-1.0; gl_Position.xy = (gl_Position.xy*0.5+0.5)*(0.01+VL_RENDER_RESOLUTION)*2.0-1.0; #ifdef TAA tempOffsets = HaltonSeq2(frameCounter%10000); #else tempOffsets = 0.0; #endif #ifdef OVERWORLD_SHADER lightCol.rgb = texelFetch2D(colortex4,ivec2(6,37),0).rgb; averageSkyCol = texelFetch2D(colortex4,ivec2(1,37),0).rgb; averageSkyCol_Clouds = texelFetch2D(colortex4,ivec2(0,37),0).rgb; #endif #ifdef NETHER_SHADER lightCol.rgb = vec3(0.0); averageSkyCol = vec3(0.0); averageSkyCol_Clouds = vec3(2.0, 1.0, 0.5) * 10.0; #endif #ifdef END_SHADER lightCol.rgb = vec3(0.0); averageSkyCol = vec3(0.0); averageSkyCol_Clouds = vec3(5.0); #endif lightCol.a = float(sunElevation > 1e-5)*2.0 - 1.0; WsunVec = lightCol.a * normalize(mat3(gbufferModelViewInverse) * sunPosition); refractedSunVec = refract(WsunVec, -vec3(0.0,1.0,0.0), 1.0/1.33333); }