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fteqw/engine/shaders/glsl/postproc_laea.glsl
Spoike 5b4756f3d9 Lazy GLSL loading, for faster load times.
Fixed some xim issues, for proper keyboard input under x11.
Cmake project can now work for cross compiling win32 targets.
Some other fun-but-pointless stuff.



git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5344 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-11-27 16:48:19 +00:00

45 lines
874 B
GLSL

!!cvarf ffov
!!samps screen:samplerCube=0
//my attempt at lambert azimuthal equal-area view rendering, because you'll remember that name easily.
#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 sq = d.x*d.x+d.y*d.y;
if (sq > 4.0)
gl_FragColor = vec4(0,0,0,1);
else
{
tc.x = sqrt(1.0-(sq/4.0))*d.x;
tc.y = sqrt(1.0-(sq/4.0))*d.y;
tc.z = -1.0 + (sq/2.0);
tc.y *= -1.0;
tc.z *= -1.0;
gl_FragColor = textureCube(s_screen, tc);
}
}
#endif