#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; 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.); 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 }