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https://github.com/nzp-team/fteqw.git
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1d1f2ad526
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@6116 fc73d0e0-1445-4013-8a0c-d673dee63da5
47 lines
939 B
GLSL
47 lines
939 B
GLSL
!!ver 110
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!!samps diffuse
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!!samps =BUMP normalmap
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!!samps =REFLECTCUBEMASK reflectmask reflectcube
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!!samps refraction=0
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#include "sys/defs.h"
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varying vec2 tex_c;
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varying mat3 invsurface;
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varying vec4 tf_c;
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varying vec3 eyeminusvertex;
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#ifdef VERTEX_SHADER
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void main ()
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{
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invsurface[0] = v_svector;
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invsurface[1] = v_tvector;
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invsurface[2] = v_normal;
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tf_c = ftetransform();
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tex_c = v_texcoord;
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gl_Position = tf_c;
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}
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#endif
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#ifdef FRAGMENT_SHADER
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#include "sys/fog.h"
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void main ( void )
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{
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vec2 refl_c;
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vec3 refr_f;
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vec3 norm_f;
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vec4 out_f = vec4( 1.0, 1.0, 1.0, 1.0 );
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norm_f = ( texture2D( s_normalmap, tex_c).xyz);
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norm_f.g *= -1.0;
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norm_f = normalize( norm_f );
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// Reflection/View coordinates
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refl_c = ( 1.0 + ( tf_c.xy / tf_c.w ) ) * 0.5;
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refr_f = texture2D(s_refraction, refl_c + (norm_f.st) ).rgb;
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out_f.rgb = refr_f * texture2D(s_diffuse, tex_c).rgb;
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gl_FragColor = out_f;
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}
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#endif
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