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
31 lines
640 B
GLSL
31 lines
640 B
GLSL
!!cvarf ffov
|
|
|
|
//fisheye view rendering, for silly fovs that are still playable.
|
|
|
|
#ifdef VERTEX_SHADER
|
|
attribute vec2 v_texcoord;
|
|
varying vec2 texcoord;
|
|
void main()
|
|
{
|
|
texcoord = v_texcoord.xy;
|
|
gl_Position = ftetransform();
|
|
}
|
|
#endif
|
|
#ifdef FRAGMENT_SHADER
|
|
uniform samplerCube s_t0;
|
|
varying vec2 texcoord;
|
|
uniform float cvar_ffov;
|
|
void main()
|
|
{
|
|
vec3 tc;
|
|
vec2 d;
|
|
vec2 ang;
|
|
d = texcoord;
|
|
ang.x = sqrt(d.x*d.x+d.y*d.y)*radians(cvar_ffov);
|
|
ang.y = -atan(d.y, d.x);
|
|
tc.x = sin(ang.x) * cos(ang.y);
|
|
tc.y = sin(ang.x) * sin(ang.y);
|
|
tc.z = cos(ang.x);
|
|
gl_FragColor = textureCube(s_t0, tc);
|
|
}
|
|
#endif
|