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Gregtech-New-Bastards/.minecraft/shaderpacks/ComplementaryShaders_v4.6/shaders/program/composite6.glsl
2025-05-29 23:31:29 +02:00

69 lines
1.4 KiB
GLSL

/*
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