fteqw/engine/shaders/glsl/defaultwarp.glsl
Spoike e7c1f9a490 rework config.h stuff a little, fixing up numerous ifdefs etc. added some more for potentially smaller builds.
make the 'identify' command assume that a single decimal number is not an address (allowing it to be handled as a user id).
qcc: support default initialisers in function calls.
tweak filesystem code to try to flush individual files instead of discarding the entire fs hash.
fix 'snap' stuff.
other tweaks...

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5058 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-19 00:15:42 +00:00

37 lines
770 B
GLSL

!!permu FOG
!!cvarf r_wateralpha
!!samps diffuse
#include "sys/defs.h"
//this is the shader that's responsible for drawing default q1 turbulant water surfaces
//this is expected to be moderately fast.
#include "sys/fog.h"
varying vec2 tc;
#ifdef VERTEX_SHADER
void main ()
{
tc = v_texcoord.st;
#ifdef FLOW
tc.s += e_time * -0.5;
#endif
gl_Position = ftetransform();
}
#endif
#ifdef FRAGMENT_SHADER
#ifndef ALPHA
uniform float cvar_r_wateralpha;
#define USEALPHA cvar_r_wateralpha
#else
#define USEALPHA float(ALPHA)
#endif
void main ()
{
vec2 ntc;
ntc.s = tc.s + sin(tc.t+e_time)*0.125;
ntc.t = tc.t + sin(tc.s+e_time)*0.125;
vec3 ts = vec3(texture2D(s_diffuse, ntc));
gl_FragColor = fog4(vec4(ts, USEALPHA));
}
#endif