#version 120
#extension GL_EXT_gpu_shader4 : enable
#define CLOUDS_QUALITY 0.35 //[0.1 0.125 0.15 0.2 0.25 0.3 0.35 0.4 0.45 0.5 0.55 0.6 0.65 0.7 0.75 0.8 0.9 1.0]

flat varying vec3 sunColor;
flat varying vec3 moonColor;
flat varying vec3 avgAmbient;
flat varying float tempOffsets;


uniform sampler2D colortex4;
uniform int frameCounter;
#include "/lib/util.glsl"
#include "/lib/res_params.glsl"
void main() {
	tempOffsets = HaltonSeq2(frameCounter%10000);
	gl_Position = ftransform();
	gl_Position.xy = (gl_Position.xy*0.5+0.5)*clamp(CLOUDS_QUALITY+0.01,0.0,1.0)*2.0-1.0;
	#ifdef TAA_UPSCALING
		gl_Position.xy = (gl_Position.xy*0.5+0.5)*RENDER_SCALE*2.0-1.0;
	#endif
	sunColor = texelFetch2D(colortex4,ivec2(12,37),0).rgb;
	moonColor = texelFetch2D(colortex4,ivec2(13,37),0).rgb;
	avgAmbient = texelFetch2D(colortex4,ivec2(11,37),0).rgb;

}
