1
0
Fork 0
forked from fte/fteqw
fteqw/engine/shaders/glsl/underwaterwarp.glsl
Spoike 54c0810d41 fix nq bob (also fixes show_speed in nq)
tweaked waterwarp+bloom to use fbos. this fixes any issues with viewsize 10 or whatever, but depends upon npot.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4727 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-08-19 06:08:23 +00:00

37 lines
1.1 KiB
GLSL

!!cvarf r_waterwarp
//this is a post processing shader that is drawn fullscreen whenever the view is underwater.
//its generally expected to warp the view a little.
#ifdef VERTEX_SHADER
attribute vec2 v_texcoord;
varying vec2 v_stc;
varying vec2 v_warp;
varying vec2 v_edge;
uniform float e_time;
void main ()
{
gl_Position = ftetransform();
v_stc = vec2(v_texcoord.x, 1.0-v_texcoord.y);
v_warp.s = e_time * 0.25 + v_texcoord.s;
v_warp.t = e_time * 0.25 + v_texcoord.t;
v_edge = v_texcoord.xy;
}
#endif
#ifdef FRAGMENT_SHADER
varying vec2 v_stc;
varying vec2 v_warp;
varying vec2 v_edge;
uniform sampler2D s_t0;/*$currentrender*/
uniform sampler2D s_t1;/*warp image*/
uniform sampler2D s_t2;/*edge image*/
uniform vec4 e_rendertexturescale;
uniform float cvar_r_waterwarp;
void main ()
{
vec2 amp = (0.010 / 0.625) * cvar_r_waterwarp * texture2D(s_t2, v_edge).rg;
vec3 offset = (texture2D(s_t1, v_warp).rgb - 0.5) * 2.0;
vec2 temp = v_stc + offset.xy * amp;
gl_FragColor = texture2D(s_t0, temp*e_rendertexturescale.st);
}
#endif