#include "/lib/util.glsl"
#include "/lib/res_params.glsl"

out DATA {
	vec2 texcoord;
	flat float tempOffsets;
};

uniform sampler2D colortex4;
uniform int frameCounter;


uniform int framemod8;
#include "/lib/TAA_jitter.glsl"

void main() {

	gl_Position = ftransform();
	texcoord = gl_MultiTexCoord0.xy;

	tempOffsets = HaltonSeq2(frameCounter%10000);

	#ifdef TAA_UPSCALING
		gl_Position.xy = (gl_Position.xy*0.5+0.5)*RENDER_SCALE*2.0-1.0;
	#endif
}
