#include "/lib/settings.glsl" // uniform int dhRenderDistance; #if defined Daily_Weather flat varying vec4 dailyWeatherParams0; flat varying vec4 dailyWeatherParams1; #endif flat varying vec3 averageSkyCol; flat varying vec3 sunColor; // flat varying vec3 moonColor; flat varying float tempOffsets; flat varying vec3 WsunVec; uniform mat4 gbufferModelViewInverse; uniform vec3 sunPosition; uniform float sunElevation; uniform sampler2D colortex4; uniform int frameCounter; uniform float frameTimeCounter; #include "/lib/util.glsl" #include "/lib/res_params.glsl" #include "/lib/Shadow_Params.glsl" void main() { gl_Position = ftransform(); gl_Position.xy = (gl_Position.xy*0.5+0.5)*clamp(CLOUDS_QUALITY+0.01,0.0,1.0)*2.0-1.0; #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 averageSkyCol = texelFetch2D(colortex4,ivec2(1,37),0).rgb; sunColor = texelFetch2D(colortex4,ivec2(6,37),0).rgb; // moonColor = texelFetch2D(colortex4,ivec2(13,37),0).rgb; // sunColor = texelFetch2D(colortex4,ivec2(8,37),0).rgb; // moonColor = texelFetch2D(colortex4,ivec2(9,37),0).rgb; WsunVec = normalize(mat3(gbufferModelViewInverse) * sunPosition);// * (float(sunElevation > 1e-5)*2.0-1.0); // WsunVec = normalize(LightDir); tempOffsets = HaltonSeq2(frameCounter%10000); #ifdef TAA_UPSCALING gl_Position.xy = (gl_Position.xy*0.5+0.5)*RENDER_SCALE*2.0-1.0; #endif }