Bliss-Shader/shaders/deferred1.vsh
2023-01-12 15:00:14 -05:00

47 lines
1.5 KiB
GLSL

#version 120
#extension GL_EXT_gpu_shader4 : enable
#define CLOUDS_QUALITY 0.5 //[0.1 0.125 0.15 0.2 0.25 0.3 0.35 0.4 0.45 0.5 0.55 0.6 0.65 0.7 0.75 0.8 0.9 1.0]
flat varying vec3 sunColor;
flat varying vec3 moonColor;
flat varying vec3 avgAmbient;
flat varying float tempOffsets;
flat varying vec3 ambientUp;
flat varying vec3 ambientLeft;
flat varying vec3 ambientRight;
flat varying vec3 ambientB;
flat varying vec3 ambientF;
flat varying vec3 ambientDown;
uniform sampler2D colortex4;
uniform int frameCounter;
#include "/lib/util.glsl"
#include "/lib/res_params.glsl"
void main() {
// TAA_Offset = offsets[frameCounter%8];
// #ifndef TAA
// TAA_Offset = vec2(0.0);
// #endif
tempOffsets = HaltonSeq2(frameCounter%10000);
gl_Position = ftransform();
gl_Position.xy = (gl_Position.xy*0.5+0.5)*clamp(CLOUDS_QUALITY+0.01,0.0,1.0)*2.0-1.0;
#ifdef TAA_UPSCALING
gl_Position.xy = (gl_Position.xy*0.5+0.5)*RENDER_SCALE*2.0-1.0;
#endif
sunColor = texelFetch2D(colortex4,ivec2(12,37),0).rgb;
moonColor = texelFetch2D(colortex4,ivec2(13,37),0).rgb;
// avgAmbient = texelFetch2D(colortex4,ivec2(11,37),0).rgb;
// ambientUp = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
// ambientDown = texelFetch2D(colortex4,ivec2(1,37),0).rgb;
// ambientLeft = texelFetch2D(colortex4,ivec2(2,37),0).rgb;
// ambientRight = texelFetch2D(colortex4,ivec2(3,37),0).rgb;
// ambientB = texelFetch2D(colortex4,ivec2(4,37),0).rgb;
// ambientF = texelFetch2D(colortex4,ivec2(5,37),0).rgb;
avgAmbient = texelFetch2D(colortex4,ivec2(1,37),0).rgb;
}