43 lines
942 B
GLSL
43 lines
942 B
GLSL
#version 120
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#define composite2
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#define gbuffers_terrain
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#include "shaders.settings"
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varying vec4 color;
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varying vec4 normal;
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varying float lmcoord;
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uniform mat4 gbufferModelView;
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uniform mat4 gbufferModelViewInverse;
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#ifdef TAA
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uniform float viewWidth;
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uniform float viewHeight;
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vec2 texelSize = vec2(1.0/viewWidth,1.0/viewHeight);
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uniform int framemod8;
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const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
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vec2(-1.,3.)/8.,
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vec2(5.0,1.)/8.,
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vec2(-3,-5.)/8.,
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vec2(-5.,5.)/8.,
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vec2(-7.,-1.)/8.,
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vec2(3,7.)/8.,
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vec2(7.,-7.)/8.);
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#endif
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void main() {
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lmcoord = gl_MultiTexCoord1.x/255.0;
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normal.a = 0.02;
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normal.xyz = normalize(gl_NormalMatrix * gl_Normal);
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color = gl_Color;
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gl_Position = gl_ProjectionMatrix * gbufferModelView * gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex;
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#ifdef TAA
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gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
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#endif
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} |