#include "/lib/settings.glsl" varying vec2 texcoord; flat varying vec3 zMults; #ifdef BorderFog uniform sampler2D colortex4; flat varying vec3 skyGroundColor; #endif flat varying vec3 WsunVec; uniform float far; uniform float near; uniform float dhFarPlane; uniform float dhNearPlane; uniform mat4 gbufferModelViewInverse; uniform vec3 sunPosition; uniform float sunElevation; flat varying vec2 TAA_Offset; uniform int framemod8; #include "/lib/TAA_jitter.glsl" #ifdef OVERWORLD_SHADER #endif //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// void main() { #ifdef OVERWORLD_SHADER #ifdef BorderFog skyGroundColor = texelFetch2D(colortex4,ivec2(1,37),0).rgb / 1200.0 * Sky_Brightness; #endif WsunVec = normalize(mat3(gbufferModelViewInverse) * sunPosition); #endif #ifdef TAA TAA_Offset = offsets[framemod8]; #else TAA_Offset = vec2(0.0); #endif zMults = vec3(1.0/(far * near),far+near,far-near); gl_Position = ftransform(); texcoord = gl_MultiTexCoord0.xy; }