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#include "/lib/settings.glsl"
#include "/lib/SSBOs.glsl"
out DATA {
flat vec2 TAA_Offset;
#ifdef OVERWORLD_SHADER
flat vec3 WsunVec;
#endif
};
uniform sampler2D colortex4;
uniform int frameCounter;
uniform float sunElevation;
uniform vec3 sunPosition;
uniform mat4 gbufferModelViewInverse;
uniform float far;
uniform float near;
#include "/lib/util.glsl"
#include "/lib/res_params.glsl"
uniform int framemod8;
#include "/lib/TAA_jitter.glsl"
void main() {
gl_Position = ftransform();
#ifdef OVERWORLD_SHADER
#ifdef CUSTOM_MOON_ROTATION
vec3 moonVec = customMoonVecSSBO;
#ifdef SMOOTH_SUN_ROTATION
WsunVec = WsunVecSmooth;
#else
WsunVec = normalize(mat3(gbufferModelViewInverse) * sunPosition);
#endif
WsunVec = mix(moonVec, WsunVec, float(sunElevation > 1e-5));
// WsunVec = moonVec;
#else
WsunVec = (float(sunElevation > 1e-5)*2-1.)*normalize(mat3(gbufferModelViewInverse) * sunPosition);
#endif
#endif
#ifdef TAA
TAA_Offset = offsets[framemod8];
#else
TAA_Offset = vec2(0.0);
#endif
#ifdef TAA_UPSCALING
gl_Position.xy = (gl_Position.xy*0.5+0.5)*RENDER_SCALE*2.0-1.0;
#endif
}