#version 120 varying vec4 color; varying vec2 texcoord; uniform mat4 gbufferModelView; uniform mat4 gbufferModelViewInverse; #define composite2 #include "/shaders.settings" #ifdef TAA uniform float viewWidth; uniform float viewHeight; vec2 texelSize = vec2(1.0/viewWidth,1.0/viewHeight); 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.); #endif void main() { vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex; gl_Position = gl_ProjectionMatrix * gbufferModelView * position; #ifdef TAA gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize; #endif color = gl_Color; texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st; }