1
0
Fork 0
forked from fte/fteqw
fteqw/engine/shaders/glsl/defaultwarp.glsl

50 lines
966 B
GLSL

!!ver 100 450
!!permu FOG
!!samps diffuse lightmap
#include "sys/defs.h"
//this is the shader that's responsible for drawing default q1 turbulant water surfaces
//this is expected to be moderately fast.
#include "sys/fog.h"
varying vec2 tc;
#ifdef LIT
varying vec2 lm0;
#endif
#ifdef VERTEX_SHADER
void main ()
{
tc = v_texcoord.st;
#ifdef FLOWV
tc.st += e_time * vec2(FLOWV);
#endif
#ifdef FLOW
tc.s += e_time * -0.5;
#endif
#ifdef LIT
lm0 = v_lmcoord;
#endif
gl_Position = ftetransform();
}
#endif
#ifdef FRAGMENT_SHADER
void main ()
{
vec2 ntc;
ntc.s = tc.s + sin(tc.t+e_time)*0.125;
ntc.t = tc.t + sin(tc.s+e_time)*0.125;
vec3 ts = vec3(texture2D(s_diffuse, ntc));
#ifdef LIT
ts *= (texture2D(s_lightmap, lm0) * e_lmscale).rgb;
#endif
#ifdef ALPHA
gl_FragColor = fog4blend(vec4(ts, float(ALPHA)) * e_colourident);
#else
gl_FragColor = fog4(vec4(ts, 1.0) * e_colourident);
#endif
}
#endif