#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 }