2016-07-12 00:40:13 +00:00
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!!permu FOG
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!!cvarf r_wateralpha
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!!cvarb r_fog_exp2=true
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!!argf alpha=0
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!!samps diffuse
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#include "sys/defs.h"
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//this is the shader that's responsible for drawing default q1 turbulant water surfaces
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//this is expected to be moderately fast.
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#include "sys/fog.h"
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2018-06-18 16:44:29 +00:00
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layout(location=0) varying vec2 tc;
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2016-07-12 00:40:13 +00:00
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#ifdef VERTEX_SHADER
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void main ()
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{
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tc = v_texcoord.st;
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#ifdef FLOW
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tc.s += e_time * -0.5;
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#endif
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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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void main ()
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{
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vec2 ntc;
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ntc.s = tc.s + sin(tc.t+e_time)*0.125;
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ntc.t = tc.t + sin(tc.s+e_time)*0.125;
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vec3 ts = vec3(texture2D(s_diffuse, ntc));
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if (arg_alpha != 0.0)
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gl_FragColor = fog4(vec4(ts, arg_alpha));
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else
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gl_FragColor = fog4(vec4(ts, cvar_r_wateralpha));
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}
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#endif
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