Bliss-Shader/shaders/dimensions/composite1.vsh

76 lines
1.8 KiB
GLSL

#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
#ifdef END_SHADER
flat varying float Flashing;
#endif
#if defined Daily_Weather
flat varying vec4 dailyWeatherParams0;
flat varying vec4 dailyWeatherParams1;
#endif
flat varying vec3 WsunVec;
flat varying vec3 unsigned_WsunVec;
flat varying vec3 averageSkyCol_Clouds;
flat varying vec4 lightCol;
flat varying float exposure;
flat varying vec2 TAA_Offset;
flat varying vec3 zMults;
uniform sampler2D colortex4;
// uniform float far;
uniform float near;
uniform mat4 gbufferModelViewInverse;
uniform vec3 sunPosition;
uniform float rainStrength;
uniform float sunElevation;
uniform int frameCounter;
uniform float frameTimeCounter;
uniform int framemod8;
#include "/lib/TAA_jitter.glsl"
#include "/lib/util.glsl"
#include "/lib/Shadow_Params.glsl"
void main() {
gl_Position = ftransform();
#ifdef END_SHADER
Flashing = texelFetch2D(colortex4,ivec2(1,1),0).x/150.0;
#endif
zMults = vec3(1.0/(far * near),far+near,far-near);
lightCol.rgb = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
lightCol.a = float(sunElevation > 1e-5)*2.0 - 1.0;
averageSkyCol_Clouds = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
WsunVec = lightCol.a*normalize(mat3(gbufferModelViewInverse) * sunPosition);
unsigned_WsunVec = normalize(mat3(gbufferModelViewInverse) * sunPosition);
exposure = texelFetch2D(colortex4,ivec2(10,37),0).r;
#if defined Daily_Weather
dailyWeatherParams0 = vec4((texelFetch2D(colortex4,ivec2(1,1),0).rgb/150.0)/2.0, 0.0);
dailyWeatherParams1 = vec4((texelFetch2D(colortex4,ivec2(2,1),0).rgb/150.0)/2.0, 0.0);
#endif
#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
}