#include "/lib/settings.glsl" flat varying vec2 TAA_Offset; flat varying vec3 WsunVec; uniform sampler2D colortex4; uniform int frameCounter; uniform float sunElevation; uniform vec3 sunPosition; uniform mat4 gbufferModelViewInverse; flat varying vec3 zMults; uniform float far; uniform float near; #include "/lib/util.glsl" #include "/lib/res_params.glsl" uniform int framemod8; #include "/lib/TAA_jitter.glsl" void main() { gl_Position = ftransform(); WsunVec = (float(sunElevation > 1e-5)*2-1.)*normalize(mat3(gbufferModelViewInverse) * sunPosition); zMults = vec3(1.0/(far * near),far+near,far-near); #ifdef TAA TAA_Offset = offsets[framemod8]; #else TAA_Offset = vec2(0.0); #endif #ifdef TAA_UPSCALING gl_Position.xy = (gl_Position.xy*0.5+0.5)*RENDER_SCALE*2.0-1.0; #endif }