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

69 lines
1.9 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 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
}