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https://github.com/nzp-team/fteqw.git
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33a540806e
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
45 lines
1.2 KiB
GLSL
45 lines
1.2 KiB
GLSL
!!cvarf r_waterwarp
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//this is a post processing shader that is drawn fullscreen whenever the view is underwater.
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//its generally expected to warp the view a little.
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#ifdef VERTEX_SHADER
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attribute vec2 v_texcoord;
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varying vec2 v_stc;
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varying vec2 v_warp;
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varying vec2 v_edge;
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uniform float e_time;
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void main ()
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{
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gl_Position = ftetransform();
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v_stc = (1.0+(gl_Position.xy / gl_Position.w))/2.0;
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v_warp.s = e_time * 0.25 + v_texcoord.s;
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v_warp.t = e_time * 0.25 + v_texcoord.t;
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v_edge = v_texcoord.xy;
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}
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#endif
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#ifdef FRAGMENT_SHADER
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varying vec2 v_stc;
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varying vec2 v_warp;
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varying vec2 v_edge;
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uniform sampler2D s_t0;/*$currentrender*/
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uniform sampler2D s_t1;/*warp image*/
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uniform sampler2D s_t2;/*edge image*/
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uniform vec3 e_rendertexturescale;
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uniform float cvar_r_waterwarp;
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void main ()
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{
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float amptemp;
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vec3 edge;
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edge = texture2D( s_t2, v_edge ).rgb;
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amptemp = (0.010 / 0.625) * cvar_r_waterwarp * edge.x;
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vec3 offset;
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offset = texture2D( s_t1, v_warp ).rgb;
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offset.x = (offset.x - 0.5) * 2.0;
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offset.y = (offset.y - 0.5) * 2.0;
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vec2 temp;
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temp.x = v_stc.x + offset.x * amptemp;
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temp.y = v_stc.y + offset.y * amptemp;
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gl_FragColor = texture2D( s_t0, temp*e_rendertexturescale.st );
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}
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#endif
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