#include "/lib/settings.glsl" #include "/lib/res_params.glsl" flat varying float Flashing; flat varying vec3 WsunVec; flat varying vec3 averageSkyCol_Clouds; flat varying vec4 lightCol; flat varying vec2 TAA_Offset; flat varying vec3 zMults; uniform sampler2D colortex4; // uniform float far; uniform float near; uniform mat4 gbufferModelViewInverse; uniform vec3 sunPosition; uniform float rainStrength; uniform float sunElevation; uniform int frameCounter; uniform float frameTimeCounter; 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.); #include "/lib/util.glsl" #include "/lib/Shadow_Params.glsl" void main() { gl_Position = ftransform(); Flashing = texelFetch2D(colortex4,ivec2(1,1),0).x/150.0; zMults = vec3((far * near)*2.0,far+near,far-near); lightCol.rgb = texelFetch2D(colortex4,ivec2(6,37),0).rgb; lightCol.a = float(sunElevation > 1e-5)*2.0 - 1.0; averageSkyCol_Clouds = texelFetch2D(colortex4,ivec2(0,37),0).rgb; WsunVec = lightCol.a*normalize(mat3(gbufferModelViewInverse) * sunPosition); // WsunVec = normalize(LightDir); TAA_Offset = offsets[framemod8]; #ifdef TAA_UPSCALING gl_Position.xy = (gl_Position.xy*0.5+0.5)*RENDER_SCALE*2.0-1.0; #endif }