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Eclipse-Shader/shaders/dimensions/composite2.vsh
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#include "/lib/settings.glsl"
#include "/lib/util.glsl"
#include "/lib/res_params.glsl"
#ifdef CUSTOM_MOON_ROTATION
#include "/lib/SSBOs.glsl"
#endif
flat varying vec4 lightCol;
flat varying vec3 sunlightCol;
flat varying vec3 moonlightCol;
flat varying vec3 averageSkyCol;
flat varying vec3 averageSkyCol_Clouds;
#if LPV_VL_FOG_ILLUMINATION > 0 && defined IS_LPV_ENABLED
flat varying float exposure;
#endif
#include "/lib/scene_controller.glsl"
flat varying vec3 WsunVec;
flat varying vec3 WrealSunVec;
flat varying vec3 WmoonVec;
flat varying vec3 refractedSunVec;
uniform vec2 texelSize;
uniform sampler2D colortex4;
uniform float sunElevation;
uniform vec3 sunPosition;
uniform vec3 moonPosition;
uniform mat4 gbufferModelViewInverse;
uniform int frameCounter;
flat varying vec2 TAA_Offset;
uniform int framemod8;
#include "/lib/TAA_jitter.glsl"
uniform float frameTimeCounter;
#include "/lib/Shadow_Params.glsl"
#include "/lib/sky_gradient.glsl"
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
void main() {
gl_Position = ftransform();
gl_Position.xy = (gl_Position.xy*0.5+0.5)*(0.01+VL_RENDER_RESOLUTION)*2.0-1.0;
#ifdef OVERWORLD_SHADER
lightCol.rgb = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
sunlightCol = texelFetch2D(colortex4,ivec2(8,37),0).rgb;
moonlightCol = texelFetch2D(colortex4,ivec2(9,37),0).rgb;
averageSkyCol = texelFetch2D(colortex4,ivec2(1,37),0).rgb;
averageSkyCol_Clouds = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
readSceneControllerParameters(colortex4, SC_parameters.smallCumulus, SC_parameters.largeCumulus, SC_parameters.altostratus, SC_parameters.cirrus, SC_parameters.fog);
#endif
#ifdef NETHER_SHADER
lightCol.rgb = vec3(0.0);
averageSkyCol = vec3(0.0);
averageSkyCol_Clouds = vec3(0.0);
#endif
#ifdef END_SHADER
lightCol.rgb = vec3(0.0);
averageSkyCol = vec3(0.0);
averageSkyCol_Clouds = vec3(5.0);
#endif
lightCol.a = float(sunElevation > 1e-5)*2.0 - 1.0;
#ifdef SMOOTH_SUN_ROTATION
WsunVec = WsunVecSmooth;
#else
WsunVec = normalize(mat3(gbufferModelViewInverse) * sunPosition);
#endif
#ifdef CUSTOM_MOON_ROTATION
#if LIGHTNING_SHADOWS > 0
vec3 moonVec = customMoonVec2SSBO;
#else
vec3 moonVec = customMoonVecSSBO;
#endif
sunlightCol *= smoothstep(0.005, 0.09, length(moonVec - WsunVec));
#else
#ifdef SMOOTH_MOON_ROTATION
vec3 moonVec = WmoonVecSmooth;
#else
vec3 moonVec = normalize(mat3(gbufferModelViewInverse) * moonPosition);
#endif
if(dot(-moonVec, WsunVec) < 0.9999) moonVec = -moonVec;
#endif
WmoonVec = moonVec;
WrealSunVec = WsunVec;
WsunVec = mix(WmoonVec, WsunVec, clamp(lightCol.a,0,1));
refractedSunVec = refract(lightCol.a*WsunVec, -vec3(0.0,1.0,0.0), 1.0/1.33333);
#if LPV_VL_FOG_ILLUMINATION > 0 && defined IS_LPV_ENABLED
exposure = texelFetch2D(colortex4,ivec2(10,37),0).r;
#endif
#ifdef TAA
TAA_Offset = offsets[framemod8];
#else
TAA_Offset = vec2(0.0);
#endif
}