/* Complementary Shaders by EminGT, based on BSL Shaders by Capt Tatsu */ //Common// #include "/lib/common.glsl" //Varyings// varying vec2 texCoord; //////////Fragment Shader//////////Fragment Shader//////////Fragment Shader////////// #ifdef FSH //Uniforms// uniform sampler2D texture; //Program// void main() { vec4 albedo = texture2D(texture, texCoord.xy); albedo.rgb = pow(albedo.rgb, vec3(2.2)) * 2.25; #ifdef WHITE_WORLD albedo.a = 0.0; #endif #ifdef GBUFFER_CODING albedo.rgb = vec3(170.0, 170.0, 170.0) / 255.0; albedo.rgb = pow(albedo.rgb, vec3(2.2)) * 0.5; #endif /* DRAWBUFFERS:0 */ gl_FragData[0] = albedo; } #endif //////////Vertex Shader//////////Vertex Shader//////////Vertex Shader////////// #ifdef VSH //Uniforms// #if AA == 2 || AA == 3 uniform int frameCounter; uniform float viewWidth; uniform float viewHeight; #include "/lib/util/jitter.glsl" #endif #if AA == 4 uniform int frameCounter; uniform float viewWidth; uniform float viewHeight; #include "/lib/util/jitter2.glsl" #endif #ifdef WORLD_CURVATURE uniform mat4 gbufferModelView; uniform mat4 gbufferModelViewInverse; #endif //Includes// #ifdef WORLD_CURVATURE #include "/lib/vertex/worldCurvature.glsl" #endif //Program// void main() { texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; #ifdef WORLD_CURVATURE vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex; position.y -= WorldCurvature(position.xz); gl_Position = gl_ProjectionMatrix * gbufferModelView * position; #else gl_Position = ftransform(); #endif #if AA > 1 gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w); #endif } #endif