#include "/lib/util.glsl" #include "/lib/res_params.glsl" varying vec2 texcoord; flat varying float tempOffsets; uniform sampler2D colortex4; uniform int frameCounter; uniform int framemod8; #include "/lib/TAA_jitter.glsl" void main() { gl_Position = ftransform(); texcoord = gl_MultiTexCoord0.xy; tempOffsets = HaltonSeq2(frameCounter%10000); #ifdef TAA_UPSCALING gl_Position.xy = (gl_Position.xy*0.5+0.5)*RENDER_SCALE*2.0-1.0; #endif }