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fteqw/engine/shaders/glsl/postproc_stereographic.glsl

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!!cvarf ffov
!!samps screen:samplerCube=0
//stereographic view rendering, for high fovs that are still playable.
#ifdef VERTEX_SHADER
attribute vec2 v_texcoord;
varying vec2 texcoord;
uniform float cvar_ffov;
void main()
{
texcoord = v_texcoord.xy;
//make sure the ffov cvar actually does something meaningful
texcoord *= cvar_ffov / 90.0;
gl_Position = ftetransform();
}
#endif
#ifdef FRAGMENT_SHADER
varying vec2 texcoord;
void main()
{
vec3 tc;
vec2 d;
vec2 ang;
d = texcoord;
//compute the 2d->3d projection
float div = 1.0 + d.x*d.x + d.y*d.y;
tc.x = 2.0*d.x/div;
tc.y = -2.0*d.y/div;
tc.z = -(-1.0 + d.x*d.x + d.y*d.y)/div;
gl_FragColor = textureCube(s_screen, tc);
}
#endif