#version 120 /* Sildur's Enhanced Default: https://www.patreon.com/Sildur https://sildurs-shaders.github.io/ https://twitter.com/Sildurs_shaders https://www.curseforge.com/minecraft/customization/sildurs-enhanced-default Permissions: You are not allowed to edit, copy code or share my shaderpack under a different name or claim it as yours. */ #define composite1 #include "shaders.settings" varying vec2 texcoord; varying vec4 color; #ifdef TAA uniform float viewHeight; uniform float viewWidth; 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() { gl_Position = ftransform(); gl_FogFragCoord = length(gl_Position.xyz); #ifdef TAA gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize; #endif texcoord = (gl_MultiTexCoord0).xy; color = gl_Color; }