49 lines
1.3 KiB
GLSL

#include "/lib/settings.glsl"
varying vec2 texcoord;
flat varying vec3 zMults;
flat varying vec3 zMults_DH;
uniform float far;
uniform float near;
uniform float dhFarPlane;
uniform float dhNearPlane;
flat varying vec2 TAA_Offset;
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.);
#ifdef BorderFog
uniform sampler2D colortex4;
flat varying vec3 skyGroundColor;
#endif
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
void main() {
#ifdef BorderFog
skyGroundColor = texelFetch2D(colortex4,ivec2(1,37),0).rgb / 30.0;
#endif
TAA_Offset = offsets[framemod8];
zMults = vec3(1.0/(far * near),far+near,far-near);
zMults_DH = vec3(1.0/(dhFarPlane * dhNearPlane),dhFarPlane+dhNearPlane,dhFarPlane-dhNearPlane);
gl_Position = ftransform();
texcoord = gl_MultiTexCoord0.xy;
}