Bliss-Shader/shaders/dimensions/composite.vsh
2024-11-16 21:40:25 +01:00

39 lines
692 B
GLSL

#include "/lib/settings.glsl"
flat varying vec2 TAA_Offset;
flat varying vec3 WsunVec;
uniform sampler2D colortex4;
uniform int frameCounter;
uniform float sunElevation;
uniform vec3 sunPosition;
uniform mat4 gbufferModelViewInverse;
#include "/lib/util.glsl"
#include "/lib/res_params.glsl"
uniform int framemod8;
#include "/lib/TAA_jitter.glsl"
void main() {
gl_Position = ftransform();
WsunVec = (float(sunElevation > 1e-5)*2-1.)*normalize(mat3(gbufferModelViewInverse) * sunPosition);
#ifdef TAA
TAA_Offset = offsets[framemod8];
#else
TAA_Offset = vec2(0.0);
#endif
#ifdef TAA_UPSCALING
gl_Position.xy = (gl_Position.xy*0.5+0.5)*RENDER_SCALE*2.0-1.0;
#endif
}