////////////////////////////////////////// // 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// //Common Variables// //Common Functions// float GetLinearDepth(float depth) { return (2.0 * near) / (far + near - depth * (far - near)); } //Includes// #if FXAA_DEFINE == 1 && FXAA_STRENGTH > 1 #include "/lib/antialiasing/fxaa.glsl" #endif //Program// void main() { vec3 color = texelFetch(colortex3, texelCoord, 0).rgb; #if LONG_EXPOSURE > 0 if (hideGUI == 0 || isViewMoving()) { #endif #if FXAA_DEFINE == 1 && FXAA_STRENGTH > 1 // Apply FXAA only when GUI is hidden or view is moving FXAA311(color); #endif #if LONG_EXPOSURE > 0 } #endif /* DRAWBUFFERS:3 */ gl_FragData[0] = vec4(color, 1.0); } #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