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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
#include "/lib/scene_controller.glsl"
flat varying vec3 WsunVec;
flat varying vec3 WrealSunVec;
flat varying vec3 WmoonVec;
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_SCALE)*2.0-1.0;
float lightSourceCheck = float(sunElevation > 1e-5)*2.0 - 1.0;
#ifdef OVERWORLD_SHADER
#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
#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(lightSourceCheck,0,1));
#else
WmoonVec = vec3(0.0, 1.0, 0.0);
WsunVec = vec3(0.0, 1.0, 0.0);
WrealSunVec = vec3(0.0, 1.0, 0.0);
#endif
#ifdef TAA
TAA_Offset = offsets[framemod8];
#else
TAA_Offset = vec2(0.0);
#endif
}