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https://github.com/nzp-team/fteqw.git
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1dcc435bca
Committing my lame water shader. r_water_refract/r_water_reflect 1 to use. Bugfix for crepuscular arrays (r_sun_colour to easily enable). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4047 fc73d0e0-1445-4013-8a0c-d673dee63da5
31 lines
546 B
GLSL
31 lines
546 B
GLSL
!!cvarf r_bloom
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uniform float cvar_r_bloom;
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//add them together
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//optionally apply tonemapping
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varying vec2 tc;
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#ifdef VERTEX_SHADER
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attribute vec2 v_texcoord;
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void main ()
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{
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tc = v_texcoord;
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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 sampler2D s_t0;
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uniform sampler2D s_t1;
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uniform sampler2D s_t2;
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uniform sampler2D s_t3;
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void main ()
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{
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gl_FragColor =
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texture2D(s_t0, tc) +
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cvar_r_bloom*(
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texture2D(s_t1, tc) +
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texture2D(s_t2, tc) +
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texture2D(s_t3, tc)
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) ;
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}
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#endif
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