#include "/lib/settings.glsl" #include "/lib/util.glsl" #include "/lib/res_params.glsl" flat varying vec4 lightCol; flat varying vec3 averageSkyCol; flat varying vec3 averageSkyCol_Clouds; #if defined Daily_Weather flat varying vec4 dailyWeatherParams0; flat varying vec4 dailyWeatherParams1; #endif flat varying vec3 WsunVec; flat varying vec3 refractedSunVec; // flat varying float tempOffsets; uniform sampler2D colortex4; flat varying float exposure; uniform float sunElevation; uniform vec2 texelSize; uniform vec3 sunPosition; uniform mat4 gbufferModelViewInverse; uniform int frameCounter; //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// uniform float frameTimeCounter; #include "/lib/Shadow_Params.glsl" #include "/lib/sky_gradient.glsl" void main() { gl_Position = ftransform(); // gl_Position.xy = (gl_Position.xy*0.5+0.5)*0.51*2.0-1.0; gl_Position.xy = (gl_Position.xy*0.5+0.5)*(0.01+VL_RENDER_RESOLUTION)*2.0-1.0; // #ifdef TAA // tempOffsets = HaltonSeq2(frameCounter%10000); // #else // tempOffsets = 0.0; // #endif #ifdef OVERWORLD_SHADER lightCol.rgb = texelFetch2D(colortex4,ivec2(6,37),0).rgb; averageSkyCol = texelFetch2D(colortex4,ivec2(1,37),0).rgb; averageSkyCol_Clouds = texelFetch2D(colortex4,ivec2(0,37),0).rgb; #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); dailyWeatherParams0.a = (texelFetch2D(colortex4,ivec2(3,1),0).x/150.0)/2.0; dailyWeatherParams1.a = (texelFetch2D(colortex4,ivec2(3,1),0).y/150.0)/2.0; #endif #endif #ifdef NETHER_SHADER lightCol.rgb = vec3(0.0); averageSkyCol = vec3(0.0); averageSkyCol_Clouds = vec3(2.0, 1.0, 0.5) * 5.0; #endif #ifdef END_SHADER lightCol.rgb = vec3(0.0); averageSkyCol = vec3(0.0); averageSkyCol_Clouds = vec3(15); #endif lightCol.a = float(sunElevation > 1e-5)*2.0 - 1.0; WsunVec = lightCol.a * normalize(mat3(gbufferModelViewInverse) * sunPosition); // WsunVec = normalize(LightDir); refractedSunVec = refract(WsunVec, -vec3(0.0,1.0,0.0), 1.0/1.33333); exposure = texelFetch2D(colortex4,ivec2(10,37),0).r; }