mirror of
https://github.com/yquake2/ref_vk.git
synced 2024-12-04 01:11:05 +00:00
56 lines
1.7 KiB
GLSL
56 lines
1.7 KiB
GLSL
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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// Underwater screen warp effect similar to what software renderer provides.
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// Pixel size to simulate lower screen resolutions is used to restore world to full screen size.
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layout(push_constant) uniform PushConstant
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{
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layout(offset = 68) float time;
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layout(offset = 72) float scale;
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layout(offset = 76) float scrWidth;
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layout(offset = 80) float scrHeight;
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layout(offset = 84) float offsetX;
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layout(offset = 88) float offsetY;
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layout(offset = 92) float pixelSize;
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layout(offset = 96) float refdefX;
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layout(offset = 100) float refdefY;
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layout(offset = 104) float refdefWidth;
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layout(offset = 108) float refdefHeight;
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} pc;
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layout(set = 0, binding = 0) uniform sampler2D sTexture;
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layout(location = 0) out vec4 fragmentColor;
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#define PI 3.1415
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void main()
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{
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vec2 scrSize = vec2(pc.scrWidth, pc.scrHeight);
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vec2 fragCoord = (gl_FragCoord.xy - vec2(pc.offsetX, pc.offsetY));
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vec2 uv = fragCoord / scrSize;
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float xMin = pc.refdefX;
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float xMax = pc.refdefX + pc.refdefWidth;
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float yMin = pc.refdefY;
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float yMax = pc.refdefY + pc.refdefHeight;
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if (pc.time > 0 && fragCoord.x > xMin && fragCoord.x < xMax && fragCoord.y > yMin && fragCoord.y < yMax)
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{
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float sx = pc.scale - abs(pc.scrWidth / 2.0 - fragCoord.x) * 2.0 / pc.scrWidth;
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float sy = pc.scale - abs(pc.scrHeight / 2.0 - fragCoord.y) * 2.0 / pc.scrHeight;
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float xShift = 2.0 * pc.time + uv.y * PI * 10;
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float yShift = 2.0 * pc.time + uv.x * PI * 10;
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vec2 distortion = vec2(sin(xShift) * sx, sin(yShift) * sy) * 0.00666;
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uv += distortion;
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}
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uv /= pc.pixelSize;
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uv = clamp(uv * scrSize, vec2(0.0, 0.0), scrSize - vec2(0.5, 0.5));
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fragmentColor = textureLod(sTexture, uv, 0.0);
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}
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