/* 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 float viewWidth, viewHeight; uniform sampler2D colortex1; //Common Functions// float GetLuminance(vec3 color) { return dot(color, vec3(0.299, 0.587, 0.114)); } //Includes// #if AA == 1 || AA == 3 #include "/lib/antialiasing/fxaa.glsl" #endif //Program// void main() { vec3 color = texture2D(colortex1, texCoord).rgb; #if AA == 1 || AA == 3 FXAA311(color); #endif /*DRAWBUFFERS:1*/ gl_FragData[0] = vec4(color, 1.0); } #endif //////////Vertex Shader//////////Vertex Shader//////////Vertex Shader////////// #ifdef VSH //Program// void main() { texCoord = gl_MultiTexCoord0.xy; gl_Position = ftransform(); } #endif