/* 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 float far, near; uniform vec3 cameraPosition, previousCameraPosition; uniform mat4 gbufferPreviousProjection, gbufferProjectionInverse; uniform mat4 gbufferPreviousModelView, gbufferModelViewInverse; uniform sampler2D colortex1; uniform sampler2D colortex2; uniform sampler2D colortex7; uniform sampler2D depthtex1; //Optifine Constants// const bool colortex1MipmapEnabled = true; //Common Functions// float GetLinearDepth(float depth) { return (2.0 * near) / (far + near - depth * (far - near)); } //Includes// #if AA > 1 #include "/lib/antialiasing/taa.glsl" #endif //Program// void main() { vec3 color = texture2DLod(colortex1, texCoord, 0).rgb; #if AA > 1 vec4 temp = vec4(texture2D(colortex2, texCoord).r, 0.0, 0.0, 0.0); TAA(color, temp); #endif /*DRAWBUFFERS:1*/ gl_FragData[0] = vec4(color, 1.0); #if AA > 1 /*DRAWBUFFERS:12*/ gl_FragData[1] = vec4(temp); #endif } #endif //////////Vertex Shader//////////Vertex Shader//////////Vertex Shader////////// #ifdef VSH //Program// void main() { texCoord = gl_MultiTexCoord0.xy; gl_Position = ftransform(); } #endif