de4a7409b2
r4235 | acceptthis | 2013-03-03 19:10:27 +0000 (Sun, 03 Mar 2013) | 5 lines fix missing q2 surface water warp. fix missing q2 underwater warp. tweak altwater shader+rendering to be capable of depth info too. Not enabling that yet. fix q2 conchar colour issue. fix rtlights in water. attempt to remove borders of shadowmap lights. implement support for dynamic resolution shadowmaps. still needs to choose the resolution properly. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4231 fc73d0e0-1445-4013-8a0c-d673dee63da5
34 lines
751 B
GLSL
34 lines
751 B
GLSL
!!cvarf r_wateralpha
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!!permu FOG
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//this is the shader that's responsible for drawing default q1 turbulant water surfaces
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//this is expected to be moderately fast.
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#include "sys/fog.h"
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varying vec2 tc;
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#ifdef VERTEX_SHADER
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attribute vec2 v_texcoord;
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void main ()
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{
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tc = v_texcoord.st;
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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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uniform sampler2D s_t0;
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uniform float e_time;
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#ifndef ALPHA
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uniform float cvar_r_wateralpha;
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#define USEALPHA cvar_r_wateralpha
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#else
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#define USEALPHA float(ALPHA)
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#endif
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void main ()
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{
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vec2 ntc;
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ntc.s = tc.s + sin(tc.t+e_time)*0.125;
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ntc.t = tc.t + sin(tc.s+e_time)*0.125;
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vec3 ts = vec3(texture2D(s_t0, ntc));
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gl_FragColor = fog4(vec4(ts, USEALPHA));
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}
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#endif
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