33a540806e
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
29 lines
663 B
GLSL
29 lines
663 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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uniform float cvar_r_wateralpha;
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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, cvar_r_wateralpha));
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}
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#endif
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