#include "/lib/settings.glsl" #include "/lib/res_params.glsl" varying vec4 pos; varying vec4 gcolor; varying vec4 normals_and_materials; varying vec2 lightmapCoords; flat varying int isWater; uniform sampler2D colortex4; flat varying vec3 averageSkyCol_Clouds; flat varying vec4 lightCol; #ifdef OVERWORLD_SHADER #ifdef Daily_Weather flat varying vec4 dailyWeatherParams0; flat varying vec4 dailyWeatherParams1; #endif #endif varying mat4 normalmatrix; uniform mat4 gbufferModelViewInverse; uniform mat4 gbufferModelView; flat varying vec3 WsunVec; flat varying vec3 WsunVec2; uniform mat4 dhProjection; uniform vec3 sunPosition; uniform float sunElevation; uniform vec2 texelSize; uniform int framemod8; #if DOF_QUALITY == 5 uniform int hideGUI; uniform int frameCounter; uniform float aspectRatio; uniform float screenBrightness; uniform float far; #include "/lib/bokeh.glsl" #endif #include "/lib/TAA_jitter.glsl" uniform vec3 cameraPosition; #define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z) #define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz) vec4 toClipSpace3(vec3 viewSpacePosition) { return vec4(projMAD(dhProjection, viewSpacePosition),-viewSpacePosition.z); } void main() { gl_Position = dhProjection * gl_ModelViewMatrix * gl_Vertex; vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz; vec3 worldpos = mat3(gbufferModelViewInverse) * position + gbufferModelViewInverse[3].xyz; // worldpos.y -= length(worldpos)/(16*2); #ifdef PLANET_CURVATURE float curvature = length(worldpos) / (16*8); worldpos.y -= curvature*curvature * CURVATURE_AMOUNT; #endif position = mat3(gbufferModelView) * worldpos + gbufferModelView[3].xyz; gl_Position = toClipSpace3(position); pos = gl_ModelViewMatrix * gl_Vertex; // vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz; isWater = 0; if (dhMaterialId == DH_BLOCK_WATER){ isWater = 1; // offset water to not look like a full cube // vec3 worldpos = mat3(gbufferModelViewInverse) * position;// + gbufferModelViewInverse[3].xyz ; // worldpos.y -= 1.8/16.0; // position = mat3(gbufferModelView) * worldpos;// + gbufferModelView[3].xyz; } // gl_Position = toClipSpace3(position); normals_and_materials = vec4(normalize(gl_Normal), 1.0); gcolor = gl_Color; lightmapCoords = gl_MultiTexCoord1.xy; lightCol.rgb = texelFetch2D(colortex4,ivec2(6,37),0).rgb; lightCol.a = float(sunElevation > 1e-5)*2.0 - 1.0; averageSkyCol_Clouds = texelFetch2D(colortex4,ivec2(0,37),0).rgb; #ifdef OVERWORLD_SHADER #if defined Daily_Weather dailyWeatherParams0 = vec4((texelFetch2D(colortex4,ivec2(1,1),0).rgb/150.0)/2.0, 0.0); dailyWeatherParams1 = vec4((texelFetch2D(colortex4,ivec2(2,1),0).rgb/150.0)/2.0, 0.0); #endif #endif WsunVec = lightCol.a * normalize(mat3(gbufferModelViewInverse) * sunPosition); WsunVec2 = lightCol.a * normalize(sunPosition); #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 #if DOF_QUALITY == 5 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 MANUAL_FOCUS == -2 float focusMul = 0; #elif MANUAL_FOCUS == -1 float focusMul = gl_Position.z + (far / 3.0) - mix(pow(512.0, screenBrightness), 512.0 * screenBrightness, 0.25); #else float focusMul = gl_Position.z + (far / 3.0) - MANUAL_FOCUS; #endif vec2 totalOffset = (jitter * JITTER_STRENGTH) * focusMul * 1e-2; gl_Position.xy += hideGUI >= 1 ? totalOffset : vec2(0); #endif }