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https://github.com/nzp-team/fteqw.git
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38 lines
735 B
Text
38 lines
735 B
Text
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!!cvarf ffov
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//stereographic view rendering, for high fovs that are still playable.
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#ifdef VERTEX_SHADER
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attribute vec2 v_texcoord;
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varying vec2 texcoord;
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uniform float cvar_ffov;
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void main()
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{
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texcoord = v_texcoord.xy;
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//make sure the ffov cvar actually does something meaningful
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texcoord *= cvar_ffov / 90.0;
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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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uniform samplerCube s_t0;
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varying vec2 texcoord;
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void main()
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{
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vec3 tc;
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vec2 d;
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vec2 ang;
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d = texcoord;
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//compute the 2d->3d projection
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float div = 1.0 + d.x*d.x + d.y*d.y;
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tc.x = 2.0*d.x/div;
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tc.y = -2.0*d.y/div;
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tc.z = -(-1.0 + d.x*d.x + d.y*d.y)/div;
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gl_FragColor = textureCube(s_t0, tc);
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}
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#endif
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