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