2016-07-28 13:18:22 +00:00
|
|
|
!!cvarf ffov
|
|
|
|
!!samps reflectcube
|
|
|
|
#include "sys/defs.h"
|
|
|
|
|
|
|
|
|
|
|
|
//fisheye view rendering, for silly fovs that are still playable.
|
|
|
|
|
2018-06-18 16:44:29 +00:00
|
|
|
layout(location=0) varying vec2 texcoord;
|
2016-07-28 13:18:22 +00:00
|
|
|
#ifdef VERTEX_SHADER
|
|
|
|
void main()
|
|
|
|
{
|
|
|
|
texcoord = v_texcoord.xy;
|
|
|
|
gl_Position = ftetransform();
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
#ifdef FRAGMENT_SHADER
|
|
|
|
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_reflectcube, tc);
|
|
|
|
}
|
|
|
|
#endif
|