44 lines
1.2 KiB
GLSL

#include "/lib/settings.glsl"
flat varying vec3 dailyWeatherParams0;
flat varying vec3 dailyWeatherParams1;
flat varying vec3 averageSkyCol;
flat varying vec3 sunColor;
flat varying vec3 moonColor;
flat varying float tempOffsets;
flat varying vec3 WsunVec;
uniform mat4 gbufferModelViewInverse;
uniform vec3 sunPosition;
uniform float sunElevation;
uniform sampler2D colortex4;
uniform int frameCounter;
uniform float frameTimeCounter;
#include "/lib/util.glsl"
#include "/lib/res_params.glsl"
#include "/lib/Shadow_Params.glsl"
void main() {
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;
dailyWeatherParams0 = texelFetch2D(colortex4,ivec2(1,1),0).rgb/150.0;
dailyWeatherParams1 = texelFetch2D(colortex4,ivec2(2,1),0).rgb/150.0;
averageSkyCol = texelFetch2D(colortex4,ivec2(1,37),0).rgb;
sunColor = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
moonColor = texelFetch2D(colortex4,ivec2(13,37),0).rgb;
WsunVec = ( float(sunElevation > 1e-5)*2-1. )*normalize(mat3(gbufferModelViewInverse) * sunPosition);
// WsunVec = normalize(LightDir);
tempOffsets = HaltonSeq2(frameCounter%10000);
#ifdef TAA_UPSCALING
gl_Position.xy = (gl_Position.xy*0.5+0.5)*RENDER_SCALE*2.0-1.0;
#endif
}