Files
Bliss-Shader/shaders/dimensions/all_vanilla_emissives.vsh

61 lines
1.6 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;
varying vec4 tangent;
varying vec4 normalMat;
attribute vec4 at_tangent;
uniform vec2 texelSize;
uniform int framemod8;
#include "/lib/TAA_jitter.glsl"
#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
vec4 toClipSpace3(vec3 viewSpacePosition) {
return vec4(projMAD(gl_ProjectionMatrix, viewSpacePosition),-viewSpacePosition.z);
}
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
uniform sampler2D colortex4;
void main() {
color = gl_Color;
texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st;
gl_Position = ftransform();
#ifdef BEACON_BEAM
if(gl_Color.a < 1.0) gl_Position = vec4(10,10,10,0);
#endif
#ifdef ENCHANT_GLINT
tangent = vec4(normalize(gl_NormalMatrix * at_tangent.rgb), at_tangent.w);
normalMat = vec4(normalize(gl_NormalMatrix * gl_Normal), 1.0);
#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
}