Bliss-Shader/shaders/dimensions/all_vanilla_emissives.vsh
2023-10-07 22:18:20 -04:00

55 lines
1.4 KiB
GLSL

#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
/*
!! DO NOT REMOVE !!
This code is from Chocapic13' shaders
Read the terms of modification and sharing before changing something below please !
!! DO NOT REMOVE !!
*/
varying vec4 color;
varying vec2 texcoord;
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//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
void main() {
gl_Position = ftransform();
texcoord = (gl_MultiTexCoord0).xy;
#ifdef ENCHANT_GLINT
texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st;
// float exposure = texelFetch2D(colortex4, ivec2(10,37),0).r;
#endif
color = gl_Color;
#ifdef BEACON_BEAM
if(gl_Color.a < 1.0) gl_Position = vec4(10,10,10,0);
#endif
#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
}