fteqw/engine/shaders/vulkan/underwaterwarp.glsl

37 lines
1.1 KiB
GLSL

!!cvarf r_waterwarp=1
!!samps 3
#include "sys/defs.h"
//this is a post processing shader that is drawn fullscreen whenever the view is underwater.
//its generally expected to warp the view a little.
layout(location=0) varying vec2 v_stc;
layout(location=1) varying vec2 v_warp;
layout(location=2) varying vec2 v_edge;
#ifdef VERTEX_SHADER
void main ()
{
gl_Position = ftetransform();
v_stc = vec2(v_texcoord.x, /*1.0-*/v_texcoord.y);
v_warp.s = e_time * 0.25 + v_texcoord.s;
v_warp.t = e_time * 0.25 + v_texcoord.t;
v_edge = v_texcoord.xy;
}
#endif
#ifdef FRAGMENT_SHADER
//uniform sampler2D s_t0;/*$currentrender*/
//uniform sampler2D s_t1;/*warp image*/
//uniform sampler2D s_t2;/*edge image*/
//uniform vec4 e_rendertexturescale;
//uniform float cvar_r_waterwarp;
#define e_rendertexturescale vec4(1.0,1.0,0.0,0.0)
void main ()
{
vec2 amp = (0.010 / 0.625) * cvar_r_waterwarp * texture2D(s_t2, v_edge).rg;
vec3 offset = (texture2D(s_t1, v_warp).rgb - 0.5) * 2.0;
vec2 temp = v_stc + offset.xy * amp;
gl_FragColor = texture2D(s_t0, temp*e_rendertexturescale.st);
}
#endif