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https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-01 00:21:50 +00:00
efc3443c61
Although it works as intended (tested via hacking), it's not hooked up as the current frame buffer handling in r_screen is not readily compatible with how vulkan output is handled. This will need some thought to get working.
31 lines
637 B
GLSL
31 lines
637 B
GLSL
#version 450
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#extension GL_GOOGLE_include_directive : enable
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layout (set = 0, binding = 0) uniform
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#include "matrices.h"
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;
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layout (set = 1, binding = 0) uniform sampler2D Input;
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layout (push_constant) uniform PushConstants {
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float time;
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};
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layout (location = 0) in vec2 uv;
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layout (location = 0) out vec4 frag_color;
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const float S = 0.15625;
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const float F = 2.5;
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const float A = 0.01;
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const vec2 B = vec2 (1, 1);
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const float PI = 3.14159265;
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void
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main (void)
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{
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vec2 st;
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st = uv * (1.0 - 2.0*A) + A * (B + sin ((time * S + F * uv.yx) * 2.0*PI));
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vec4 c = texture (Input, st);
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frag_color = c;//vec4(uv, c.x, 1);
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}
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