1
0
Fork 0
forked from fte/fteqw
fteqw/engine/shaders/glsl/colourtint.glsl
Spoike 33a540806e Small tweeks, bugfixes, breakages, cleanups...
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
2012-05-09 15:30:53 +00:00

22 lines
562 B
GLSL

//this glsl shader is useful for cubemapped post processing effects (see csaddon for an example)
varying vec4 tf;
#ifdef VERTEX_SHADER
void main ()
{
gl_Position = tf = vec4(v_position.xy,-1.0, 1.0);
}
#endif
#ifdef FRAGMENT_SHADER
uniform sampler2D s_t0;
uniform sampler3D s_t1;
void main()
{
vec2 fc;
fc = tf.xy / tf.w;
vec3 raw = texture2D(s_t0, (1.0 + fc) / 2.0).rgb;
#define LUTSIZE 16.0
vec3 scale = vec3((LUTSIZE-1.0)/LUTSIZE);
vec3 bias = vec3(1.0/(2.0*LUTSIZE));
gl_FragColor = texture3D(s_t1, raw * scale + bias);
}
#endif