fteqw/engine/shaders/glsl/postproc_panorama.glsl

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!!cvarf ffov
!!samps screen:samplerCube=0
//panoramic view rendering, for promo map shots or whatever.
#ifdef VERTEX_SHADER
attribute vec2 v_texcoord;
varying vec2 texcoord;
void main()
{
texcoord = v_texcoord.xy;
gl_Position = ftetransform();
}
#endif
#ifdef FRAGMENT_SHADER
varying vec2 texcoord;
uniform float cvar_ffov;
void main()
{
vec3 tc;
float ang;
ang = texcoord.x*radians(cvar_ffov);
tc.x = sin(ang);
tc.y = -texcoord.y;
tc.z = cos(ang);
gl_FragColor = textureCube(s_screen, tc);
}
#endif