2012-05-09 15:30:53 +00:00
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!!cvarf r_wateralpha
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!!permu FOG
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//this is the shader that's responsible for drawing default q1 turbulant water surfaces
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//this is expected to be moderately fast.
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#include "sys/fog.h"
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varying vec2 tc;
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#ifdef VERTEX_SHADER
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attribute vec2 v_texcoord;
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void main ()
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{
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tc = v_texcoord.st;
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gl_Position = ftetransform();
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}
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#endif
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#ifdef FRAGMENT_SHADER
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uniform sampler2D s_t0;
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uniform float e_time;
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2013-03-12 23:13:39 +00:00
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#ifndef ALPHA
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2012-05-09 15:30:53 +00:00
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uniform float cvar_r_wateralpha;
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2013-03-12 23:13:39 +00:00
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#define USEALPHA cvar_r_wateralpha
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#else
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#define USEALPHA float(ALPHA)
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#endif
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2012-05-09 15:30:53 +00:00
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void main ()
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{
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vec2 ntc;
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ntc.s = tc.s + sin(tc.t+e_time)*0.125;
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ntc.t = tc.t + sin(tc.s+e_time)*0.125;
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vec3 ts = vec3(texture2D(s_t0, ntc));
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2013-03-12 23:13:39 +00:00
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gl_FragColor = fog4(vec4(ts, USEALPHA));
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2012-05-09 15:30:53 +00:00
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}
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#endif
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