#version 120 #extension GL_EXT_gpu_shader4 : enable #include "lib/settings.glsl" flat varying vec3 WsunVec; flat varying vec3 avgAmbient; flat varying vec4 lightCol; flat varying float tempOffsets; flat varying vec2 TAA_Offset; flat varying vec3 zMults; attribute vec4 mc_Entity; uniform sampler2D colortex4; varying vec4 lmtexcoord; // varying float vanilla_ao; uniform float far; uniform float near; uniform mat4 gbufferModelViewInverse; uniform vec3 sunPosition; uniform float sunElevation; uniform int frameCounter; 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.); #include "/lib/util.glsl" #include "/lib/res_params.glsl" void main() { gl_Position = ftransform(); #ifdef TAA_UPSCALING gl_Position.xy = (gl_Position.xy*0.5+0.5)*RENDER_SCALE*2.0-1.0; #endif tempOffsets = HaltonSeq2(frameCounter%10000); TAA_Offset = offsets[frameCounter%8]; #ifndef TAA TAA_Offset = vec2(0.0); #endif avgAmbient = texelFetch2D(colortex4,ivec2(0,37),0).rgb; vec3 sc = texelFetch2D(colortex4,ivec2(6,37),0).rgb; lightCol.a = float(sunElevation > 1e-5)*2-1.; lightCol.rgb = sc; WsunVec = lightCol.a*normalize(mat3(gbufferModelViewInverse) *sunPosition); zMults = vec3((far * near)*2.0,far+near,far-near); }