////////////////////////////////////////// // 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