#version 460 core #define STAGE_FRAGMENT 1 layout(location = 2) in vec2 f_coord; #pragma texture(tex1, 0, sRGB_A) layout(binding = 0) uniform sampler2D tex1; #include "common.glsl" layout(location = 0) out vec4 out_color; layout(location = 1) out vec4 out_motion; layout(location = 4) in vec4 f_clip_pos; layout(location = 5) in vec4 f_clip_future_pos; #include "tonemapping.glsl" 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); } 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); } }