#include "/lib/settings.glsl" #include "/lib/res_params.glsl" /* !! DO NOT REMOVE !! This code is from Chocapic13' shaders Read the terms of modification and sharing before changing something below please ! !! DO NOT REMOVE !! */ varying vec4 color; varying vec2 texcoord; varying vec4 tangent; varying vec4 normalMat; attribute vec4 at_tangent; uniform vec2 texelSize; uniform int framemod8; #include "/lib/TAA_jitter.glsl" #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(gl_ProjectionMatrix, viewSpacePosition),-viewSpacePosition.z); } //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// uniform sampler2D colortex4; flat varying float exposure; void main() { color = gl_Color; texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st; #if defined ENCHANT_GLINT || defined SPIDER_EYES || defined BEACON_BEAM exposure = texelFetch2D(colortex4,ivec2(10,37),0).r; vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz; gl_Position = toClipSpace3(position); #else gl_Position = ftransform(); #endif #ifdef BEACON_BEAM if(gl_Color.a < 1.0) gl_Position = vec4(10,10,10,0); #endif #ifdef ENCHANT_GLINT tangent = vec4(normalize(gl_NormalMatrix * at_tangent.rgb), at_tangent.w); normalMat = vec4(normalize(gl_NormalMatrix * gl_Normal), 1.0); #endif #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 }