#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 lmtexcoord; varying vec4 color; #ifdef OVERWORLD_SHADER flat varying vec3 averageSkyCol_Clouds; flat varying vec4 lightCol; flat varying vec3 WsunVec; uniform sampler2D colortex4; #endif uniform vec3 sunPosition; uniform float sunElevation; uniform vec2 texelSize; uniform int framemod8; uniform mat4 gbufferModelViewInverse; 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(); lmtexcoord.xy = (gl_MultiTexCoord0).xy; vec2 lmcoord = gl_MultiTexCoord1.xy / 255.0; // is this even correct? lol' lmtexcoord.zw = lmcoord; color = gl_Color; #ifdef LINES color.a = 1.0; #endif #ifdef OVERWORLD_SHADER 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); #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 }