fteqw/engine/shaders/glsl/underwaterwarp.glsl
Spoike 33a540806e Small tweeks, bugfixes, breakages, cleanups...
Added $reflection texture map for (water) shaders. Just renders the screen to an fbo before rendering the surface.
hub/savegame fixes.


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4034 fc73d0e0-1445-4013-8a0c-d673dee63da5
2012-05-09 15:30:53 +00:00

45 lines
1.2 KiB
GLSL

!!cvarf r_waterwarp
//this is a post processing shader that is drawn fullscreen whenever the view is underwater.
//its generally expected to warp the view a little.
#ifdef VERTEX_SHADER
attribute vec2 v_texcoord;
varying vec2 v_stc;
varying vec2 v_warp;
varying vec2 v_edge;
uniform float e_time;
void main ()
{
gl_Position = ftetransform();
v_stc = (1.0+(gl_Position.xy / gl_Position.w))/2.0;
v_warp.s = e_time * 0.25 + v_texcoord.s;
v_warp.t = e_time * 0.25 + v_texcoord.t;
v_edge = v_texcoord.xy;
}
#endif
#ifdef FRAGMENT_SHADER
varying vec2 v_stc;
varying vec2 v_warp;
varying vec2 v_edge;
uniform sampler2D s_t0;/*$currentrender*/
uniform sampler2D s_t1;/*warp image*/
uniform sampler2D s_t2;/*edge image*/
uniform vec3 e_rendertexturescale;
uniform float cvar_r_waterwarp;
void main ()
{
float amptemp;
vec3 edge;
edge = texture2D( s_t2, v_edge ).rgb;
amptemp = (0.010 / 0.625) * cvar_r_waterwarp * edge.x;
vec3 offset;
offset = texture2D( s_t1, v_warp ).rgb;
offset.x = (offset.x - 0.5) * 2.0;
offset.y = (offset.y - 0.5) * 2.0;
vec2 temp;
temp.x = v_stc.x + offset.x * amptemp;
temp.y = v_stc.y + offset.y * amptemp;
gl_FragColor = texture2D( s_t0, temp*e_rendertexturescale.st );
}
#endif