doom3-bfg/base/renderprogs/enviroSuit.pixel

57 lines
2.3 KiB
Text
Raw Permalink Normal View History

2012-11-26 18:58:24 +00:00
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "global.inc"
uniform sampler2D samp0 : register(s0); // texture 0 is _current Render
uniform sampler2D samp1 : register(s1); // texture 1 is the per-surface bump map
struct PS_IN {
float4 position : VPOS;
float2 texcoord : TEXCOORD0_centroid;
float4 color : COLOR0;
};
struct PS_OUT {
float4 color : COLOR;
};
void main( PS_IN fragment, out PS_OUT result ) {
float2 screenTexCoord = fragment.texcoord;
// compute warp factor
float4 warpFactor = 1.0 - ( tex2D( samp1, screenTexCoord.xy ) * fragment.color );
screenTexCoord -= float2( 0.5, 0.5 );
screenTexCoord *= warpFactor.xy;
screenTexCoord += float2( 0.5, 0.5 );
// load the screen render
result.color = tex2D( samp0, screenTexCoord );
}