#version 120 #define TAA /* !! DO NOT REMOVE !! This code is from Chocapic13' shaders Read the terms of modification and sharing before changing something below please ! !! DO NOT REMOVE !! */ varying vec4 lmtexcoord; varying vec4 color; uniform vec2 texelSize; 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////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// void main() { lmtexcoord.xy = (gl_MultiTexCoord0).xy; vec2 lmcoord = gl_MultiTexCoord1.xy/255.; lmtexcoord.zw = lmcoord*lmcoord; gl_Position = ftransform(); color = gl_Color; #ifdef TAA gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize; #endif }