2012-05-09 15:30:53 +00:00
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!!cvarf r_waterwarp
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//this is a post processing shader that is drawn fullscreen whenever the view is underwater.
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//its generally expected to warp the view a little.
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#ifdef VERTEX_SHADER
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attribute vec2 v_texcoord;
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varying vec2 v_stc;
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varying vec2 v_warp;
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varying vec2 v_edge;
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uniform float e_time;
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void main ()
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{
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2013-03-12 22:35:33 +00:00
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gl_Position = ftetransform();
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v_stc = (1.0+(gl_Position.xy / gl_Position.w))/2.0;
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v_warp.s = e_time * 0.25 + v_texcoord.s;
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v_warp.t = e_time * 0.25 + v_texcoord.t;
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v_edge = v_texcoord.xy;
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2012-05-09 15:30:53 +00:00
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}
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#endif
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#ifdef FRAGMENT_SHADER
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varying vec2 v_stc;
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varying vec2 v_warp;
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varying vec2 v_edge;
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uniform sampler2D s_t0;/*$currentrender*/
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uniform sampler2D s_t1;/*warp image*/
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uniform sampler2D s_t2;/*edge image*/
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2013-03-12 22:35:33 +00:00
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uniform vec4 e_rendertexturescale;
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2012-05-09 15:30:53 +00:00
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uniform float cvar_r_waterwarp;
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void main ()
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{
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2013-03-12 23:13:39 +00:00
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vec2 amp = (0.010 / 0.625) * cvar_r_waterwarp * texture2D(s_t2, v_edge).rg;
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vec3 offset = (texture2D(s_t1, v_warp).rgb - 0.5) * 2.0;
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vec2 temp = v_stc + offset.xy * amp;
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gl_FragColor = texture2D(s_t0, temp*e_rendertexturescale.st);
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2012-05-09 15:30:53 +00:00
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}
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#endif
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