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2026-05-01 13:07:13 +02:00
//////////////////////////////////////////
// Complementary Shaders by EminGT //
// With Euphoria Patches by SpacEagle17 //
//////////////////////////////////////////
//Common//
#include "/lib/common.glsl"
#include "/lib/shaderSettings/longExposure.glsl"
//////////Fragment Shader//////////Fragment Shader//////////Fragment Shader//////////
#ifdef FRAGMENT_SHADER
noperspective in vec2 texCoord;
//Pipeline Constants//
#include "/lib/pipelineSettings.glsl"
const bool colortex3MipmapEnabled = true;
//Common Variables//
vec2 view = vec2(viewWidth, viewHeight);
//Common Functions//
float GetLinearDepth(float depth) {
return (2.0 * near) / (far + near - depth * (far - near));
}
//Includes//
#ifdef TAA
#include "/lib/antialiasing/taa.glsl"
#endif
//Program//
void main() {
vec3 color = texelFetch(colortex3, texelCoord, 0).rgb;
vec4 texture2 = texture2D(colortex2, texCoord);
vec3 temp = vec3(0.0);
float z1 = 0.0;
#ifdef RENKO_CUT
temp.g = texelFetch(colortex2, texelCoord, 0).g;
#else
#if LONG_EXPOSURE > 0
if (hideGUI == 0 || isViewMoving()) {
#endif
#ifdef TAA
z1 = texelFetch(depthtex1, texelCoord, 0).r;
DoTAA(color, temp, z1);
#endif
#if LONG_EXPOSURE > 0
}
if (hideGUI == 1 && !isViewMoving()) { // GUI not visible AND not moving
temp = texture2.rgb;
}
#endif
#endif
/* DRAWBUFFERS:32 */
gl_FragData[0] = vec4(color, 1.0);
gl_FragData[1] = vec4(temp, 0.0);
}
#endif
//////////Vertex Shader//////////Vertex Shader//////////Vertex Shader//////////
#ifdef VERTEX_SHADER
noperspective out vec2 texCoord;
//Attributes//
//Common Variables//
//Common Functions//
//Includes//
//Program//
void main() {
gl_Position = ftransform();
texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
}
#endif