mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-26 05:41:52 +00:00
5b4756f3d9
Fixed some xim issues, for proper keyboard input under x11. Cmake project can now work for cross compiling win32 targets. Some other fun-but-pointless stuff. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5344 fc73d0e0-1445-4013-8a0c-d673dee63da5
32 lines
933 B
GLSL
32 lines
933 B
GLSL
!!cvarf r_waterwarp
|
|
!!samps screen=0 warp=1 edge=2
|
|
|
|
//this is a post processing shader that is drawn fullscreen whenever the view is underwater.
|
|
//its generally expected to warp the view a little.
|
|
|
|
varying vec2 v_stc;
|
|
varying vec2 v_warp;
|
|
varying vec2 v_edge;
|
|
#ifdef VERTEX_SHADER
|
|
attribute vec2 v_texcoord;
|
|
uniform float e_time;
|
|
void main ()
|
|
{
|
|
gl_Position = ftetransform();
|
|
v_stc = vec2(v_texcoord.x, 1.0-v_texcoord.y);
|
|
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
|
|
uniform vec4 e_rendertexturescale;
|
|
uniform float cvar_r_waterwarp;
|
|
void main ()
|
|
{
|
|
vec2 amp = (0.010 / 0.625) * cvar_r_waterwarp * texture2D(s_edge, v_edge).rg;
|
|
vec3 offset = (texture2D(s_warp, v_warp).rgb - 0.5) * 2.0;
|
|
vec2 temp = v_stc + offset.xy * amp;
|
|
gl_FragColor = texture2D(s_screen, temp*e_rendertexturescale.st);
|
|
}
|
|
#endif
|