#include "/lib/settings.glsl" #include "/lib/res_params.glsl" varying vec4 pos; varying vec4 gcolor; varying vec2 lightmapCoords; varying vec4 normals_and_materials; flat varying float SSSAMOUNT; flat varying float EMISSIVE; 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() { 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 lightmapCoords = gl_MultiTexCoord1.xy * 0.975; // is this even correct? lol' gcolor = gl_Color; pos = gl_ModelViewMatrix * gl_Vertex; EMISSIVE = 0.0; if(dhMaterialId == DH_BLOCK_ILLUMINATED || gl_MultiTexCoord1.x >= 0.95) EMISSIVE = 0.5; SSSAMOUNT = 0.0; if (dhMaterialId == DH_BLOCK_LEAVES) SSSAMOUNT = 1.0; if (dhMaterialId == DH_BLOCK_SNOW) SSSAMOUNT = 0.5; // a mask for DH terrain in general. float MATERIALS = 0.65; normals_and_materials = vec4(normalize(gl_NormalMatrix * gl_Normal), MATERIALS); }