2024-02-07 01:34:21 +00:00
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!!cvarf ffov=0
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2016-07-28 13:18:22 +00:00
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!!samps reflectcube
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#include "sys/defs.h"
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//stereographic view rendering, for high fovs that are still playable.
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2018-06-18 16:44:29 +00:00
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layout(location=0) varying vec2 texcoord;
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2016-07-28 13:18:22 +00:00
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#ifdef VERTEX_SHADER
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//uniform float cvar_ffov;
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void main()
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{
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texcoord = v_texcoord.xy;
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//make sure the ffov cvar actually does something meaningful
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texcoord *= cvar_ffov / 90.0;
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gl_Position = ftetransform();
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}
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#endif
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#ifdef FRAGMENT_SHADER
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void main()
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{
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vec3 tc;
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vec2 d;
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vec2 ang;
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d = texcoord;
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//compute the 2d->3d projection
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float div = 1.0 + d.x*d.x + d.y*d.y;
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tc.x = 2.0*d.x/div;
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tc.y = -2.0*d.y/div;
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tc.z = -(-1.0 + d.x*d.x + d.y*d.y)/div;
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gl_FragColor = textureCube(s_reflectcube, tc);
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}
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#endif
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