fteqw/plugins/hl2/glsl/vmt/refract.glsl
eukara e4c4938efe
HL2 Plugin Improvements (#290)
* HL2 plugin: bunch of vmt parsing additions, and a hack to load old Left4Dead .vpk files.
2024-10-20 20:17:40 -07:00

49 lines
992 B
GLSL

!!ver 110
!!permu BUMP
!!samps diffuse
!!samps =BUMP normalmap
!!samps refraction=0 dudvmap=1
#include "sys/defs.h"
varying vec2 tex_c;
varying mat3 invsurface;
varying vec4 tf_c;
varying vec3 eyeminusvertex;
#ifdef VERTEX_SHADER
void main ()
{
invsurface[0] = v_svector;
invsurface[1] = v_tvector;
invsurface[2] = v_normal;
tf_c = ftetransform();
tex_c = v_texcoord;
gl_Position = tf_c;
}
#endif
#ifdef FRAGMENT_SHADER
#include "sys/fog.h"
void main ( void )
{
vec2 refl_c;
vec3 refr_f;
vec3 dudv_f;
vec4 out_f = vec4( 1.0, 1.0, 1.0, 1.0 );
dudv_f = ( texture2D( s_dudvmap, tex_c).xyz);
dudv_f += ( texture2D( s_dudvmap, tex_c).xyz);
dudv_f -= 1.0 - ( 4.0 / 256.0 );
dudv_f = normalize( dudv_f );
// Reflection/View coordinates
refl_c = ( 1.0 + ( tf_c.xy / tf_c.w ) ) * 0.5;
refr_f = texture2D( s_refraction, refl_c + ( dudv_f.st) ).rgb;
out_f.rgb = refr_f;
out_f.rgb *= texture2D( s_diffuse, tex_c).rgb;
gl_FragColor = out_f;
}
#endif