in vec2 f_coord; #texture (tex1, 0, sRGB_A) uniform sampler2D tex1; #include layout(location = 0) out vec4 out_color; #if MOTIONBLUR_ENABLED layout(location = 1) out vec4 out_motion; #endif in vec4 f_clip_pos; in vec4 f_clip_future_pos; #include void main() { vec4 tex_color = texture(tex1, vec2(f_coord.x, f_coord.y + param[1].x)); vec4 color = tex_color * param[0]; #if POSTFX_ENABLED out_color = color; #else out_color = tonemap(color); #endif #if MOTIONBLUR_ENABLED { vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5; vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5; out_motion = vec4(a - b, 0.0f, tex_color.a * alpha_mult); } #endif }