#version 120 #extension GL_EXT_gpu_shader4 : enable #include "lib/settings.glsl" flat varying float tempOffsets; uniform int frameCounter; flat varying vec2 TAA_Offset; #include "/lib/util.glsl" #include "/lib/res_params.glsl" 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(); TAA_Offset = offsets[frameCounter%8]; #ifdef TAA_UPSCALING gl_Position.xy = (gl_Position.xy*0.5+0.5)*RENDER_SCALE*2.0-1.0; #endif }