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
26 lines
637 B
GLSL
26 lines
637 B
GLSL
//this shader is present for support for gles/gl3core contexts
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//it is single-texture-with-vertex-colours, and doesn't do anything special.
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//beware that a few things use this, including apparently fonts and bloom rescaling.
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//its really not meant to do anything special.
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#ifdef VERTEX_SHADER
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attribute vec2 v_texcoord;
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attribute vec4 v_colour;
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varying vec2 tc;
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varying vec4 vc;
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void main ()
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{
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tc = v_texcoord;
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vc = v_colour;
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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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in vec2 tc;
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varying vec4 vc;
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void main ()
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{
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gl_FragColor = texture2D(s_t0, tc) * vc;
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}
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#endif
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