!!cvarf r_wateralpha !!permu FOG //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 VERTEX_SHADER attribute vec2 v_texcoord; void main () { tc = v_texcoord.st; gl_Position = ftetransform(); } #endif #ifdef FRAGMENT_SHADER uniform sampler2D s_t0; uniform float e_time; uniform float cvar_r_wateralpha; 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_t0, ntc)); gl_FragColor = fog4(vec4(ts, cvar_r_wateralpha)); } #endif