#include "/lib/settings.glsl" #include "/lib/res_params.glsl" varying vec4 pos; varying vec4 gcolor; uniform vec2 texelSize; uniform int framemod8; #if DOF_QUALITY == 5 uniform int hideGUI; uniform int frameCounter; uniform float aspectRatio; uniform float screenBrightness; uniform float far; #include "/lib/bokeh.glsl" #endif #include "/lib/TAA_jitter.glsl" void main() { gl_Position = ftransform(); #ifdef TAA_UPSCALING gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w; #endif #ifdef TAA gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize; #endif pos = gl_ModelViewMatrix * gl_Vertex; gcolor = gl_Color; #if DOF_QUALITY == 5 vec2 jitter = clamp(jitter_offsets[frameCounter % 64], -1.0, 1.0); jitter = rotate(radians(float(frameCounter))) * jitter; jitter.y *= aspectRatio; jitter.x *= DOF_ANAMORPHIC_RATIO; #if MANUAL_FOCUS == -2 float focusMul = 0; #elif MANUAL_FOCUS == -1 float focusMul = gl_Position.z + (far / 3.0) - mix(pow(512.0, screenBrightness), 512.0 * screenBrightness, 0.25); #else float focusMul = gl_Position.z + (far / 3.0) - MANUAL_FOCUS; #endif vec2 totalOffset = (jitter * JITTER_STRENGTH) * focusMul * 1e-2; gl_Position.xy += hideGUI >= 1 ? totalOffset : vec2(0); #endif }