33a540806e
Added $reflection texture map for (water) shaders. Just renders the screen to an fbo before rendering the surface. hub/savegame fixes. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4034 fc73d0e0-1445-4013-8a0c-d673dee63da5
22 lines
562 B
GLSL
22 lines
562 B
GLSL
//this glsl shader is useful for cubemapped post processing effects (see csaddon for an example)
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varying vec4 tf;
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#ifdef VERTEX_SHADER
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void main ()
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{
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gl_Position = tf = vec4(v_position.xy,-1.0, 1.0);
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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 sampler3D s_t1;
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void main()
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{
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vec2 fc;
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fc = tf.xy / tf.w;
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vec3 raw = texture2D(s_t0, (1.0 + fc) / 2.0).rgb;
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#define LUTSIZE 16.0
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vec3 scale = vec3((LUTSIZE-1.0)/LUTSIZE);
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vec3 bias = vec3(1.0/(2.0*LUTSIZE));
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gl_FragColor = texture3D(s_t1, raw * scale + bias);
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}
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#endif
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