#include "/lib/settings.glsl" varying vec2 texcoord; flat varying vec3 zMults; flat varying vec3 WsunVec; uniform float far; uniform float near; uniform float dhFarPlane; uniform float dhNearPlane; uniform mat4 gbufferModelViewInverse; uniform vec3 sunPosition; uniform float sunElevation; flat varying vec2 TAA_Offset; uniform int framemod8; const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.), vec2(-1.,3.)/8., vec2(5.0,1.)/8., vec2(-3,-5.)/8., vec2(-5.,5.)/8., vec2(-7.,-1.)/8., vec2(3,7.)/8., vec2(7.,-7.)/8.); #ifdef BorderFog uniform sampler2D colortex4; flat varying vec3 skyGroundColor; #endif //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// void main() { #ifdef BorderFog skyGroundColor = texelFetch2D(colortex4,ivec2(1,37),0).rgb / 30.0; #endif #ifdef TAA TAA_Offset = offsets[framemod8]; #else TAA_Offset = vec2(0.0); #endif float lightCola = float(sunElevation > 1e-5)*2.0 - 1.0; WsunVec = normalize(mat3(gbufferModelViewInverse) * sunPosition); zMults = vec3(1.0/(far * near),far+near,far-near); gl_Position = ftransform(); texcoord = gl_MultiTexCoord0.xy; }