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fteqw/engine/shaders/glsl/postproc_panorama.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

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539 B
GLSL

!!cvarf ffov
//panoramic view rendering, for promo map shots or whatever.
#ifdef VERTEX_SHADER
attribute vec2 v_texcoord;
varying vec2 texcoord;
void main()
{
texcoord = v_texcoord.xy;
gl_Position = ftetransform();
}
#endif
#ifdef FRAGMENT_SHADER
uniform samplerCube s_t0;
varying vec2 texcoord;
uniform float cvar_ffov;
void main()
{
vec3 tc;
float ang;
ang = texcoord.x*-radians(cvar_ffov);
tc.x = sin(ang);
tc.y = -texcoord.y;
tc.z = cos(ang);
gl_FragColor = textureCube(s_t0, tc);
}
#endif