fteqw/engine/shaders/glsl/defaultwarp.glsl
Spoike 33a540806e Small tweeks, bugfixes, breakages, cleanups...
Added $reflection texture map for (water) shaders. Just renders the screen to an fbo before rendering the surface.
hub/savegame fixes.


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4034 fc73d0e0-1445-4013-8a0c-d673dee63da5
2012-05-09 15:30:53 +00:00

29 lines
663 B
GLSL

!!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