mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-14 00:10:46 +00:00
a85f3c5c71
make sure demos freeze at the start, instead of reading everything out of the file while we're still loading content. added a couple of lame 'list' commands. added 'in' command. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4928 fc73d0e0-1445-4013-8a0c-d673dee63da5
37 lines
735 B
GLSL
37 lines
735 B
GLSL
!!cvarf ffov
|
|
|
|
//stereographic view rendering, for high fovs that are still playable.
|
|
|
|
#ifdef VERTEX_SHADER
|
|
attribute vec2 v_texcoord;
|
|
varying vec2 texcoord;
|
|
uniform float cvar_ffov;
|
|
void main()
|
|
{
|
|
texcoord = v_texcoord.xy;
|
|
|
|
//make sure the ffov cvar actually does something meaningful
|
|
texcoord *= cvar_ffov / 90.0;
|
|
|
|
gl_Position = ftetransform();
|
|
}
|
|
#endif
|
|
#ifdef FRAGMENT_SHADER
|
|
uniform samplerCube s_t0;
|
|
varying vec2 texcoord;
|
|
void main()
|
|
{
|
|
vec3 tc;
|
|
vec2 d;
|
|
vec2 ang;
|
|
d = texcoord;
|
|
|
|
//compute the 2d->3d projection
|
|
float div = 1.0 + d.x*d.x + d.y*d.y;
|
|
tc.x = 2.0*d.x/div;
|
|
tc.y = -2.0*d.y/div;
|
|
tc.z = -(-1.0 + d.x*d.x + d.y*d.y)/div;
|
|
|
|
gl_FragColor = textureCube(s_t0, tc);
|
|
}
|
|
#endif
|