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fteqw/engine/shaders/glsl/defaultwarp.glsl

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!!permu FOG
!!cvarf r_wateralpha
!!samps diffuse
#include "sys/defs.h"
//this is the shader that's responsible for drawing default q1 turbulant water surfaces
//this is expected to be moderately fast.
#include "sys/fog.h"
varying vec2 tc;
#ifdef VERTEX_SHADER
void main ()
{
tc = v_texcoord.st;
#ifdef FLOW
tc.s += e_time * -0.5;
#endif
gl_Position = ftetransform();
}
#endif
#ifdef FRAGMENT_SHADER
#ifndef ALPHA
uniform float cvar_r_wateralpha;
#define USEALPHA cvar_r_wateralpha
#else
#define USEALPHA float(ALPHA)
#endif
void main ()
{
vec2 ntc;
ntc.s = tc.s + sin(tc.t+e_time)*0.125;
ntc.t = tc.t + sin(tc.s+e_time)*0.125;
vec3 ts = vec3(texture2D(s_diffuse, ntc));
gl_FragColor = fog4(vec4(ts, USEALPHA));
}
#endif