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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
31 lines
640 B
GLSL
31 lines
640 B
GLSL
!!cvarf ffov
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//fisheye view rendering, for silly 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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void main()
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{
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texcoord = v_texcoord.xy;
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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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uniform float cvar_ffov;
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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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ang.x = sqrt(d.x*d.x+d.y*d.y)*radians(cvar_ffov);
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ang.y = -atan(d.y, d.x);
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tc.x = sin(ang.x) * cos(ang.y);
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tc.y = sin(ang.x) * sin(ang.y);
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tc.z = cos(ang.x);
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gl_FragColor = textureCube(s_t0, tc);
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}
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#endif
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