mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-29 23:22:01 +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
45 lines
874 B
GLSL
45 lines
874 B
GLSL
!!cvarf ffov
|
|
!!samps screen:samplerCube=0
|
|
|
|
//my attempt at lambert azimuthal equal-area view rendering, because you'll remember that name easily.
|
|
|
|
#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
|
|
varying vec2 texcoord;
|
|
void main()
|
|
{
|
|
vec3 tc;
|
|
vec2 d;
|
|
vec2 ang;
|
|
d = texcoord;
|
|
|
|
//compute the 2d->3d projection
|
|
float sq = d.x*d.x+d.y*d.y;
|
|
if (sq > 4.0)
|
|
gl_FragColor = vec4(0,0,0,1);
|
|
else
|
|
{
|
|
tc.x = sqrt(1.0-(sq/4.0))*d.x;
|
|
tc.y = sqrt(1.0-(sq/4.0))*d.y;
|
|
tc.z = -1.0 + (sq/2.0);
|
|
|
|
tc.y *= -1.0;
|
|
tc.z *= -1.0;
|
|
|
|
gl_FragColor = textureCube(s_screen, tc);
|
|
}
|
|
}
|
|
#endif
|