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https://github.com/yquake2/yquake2remaster.git
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36 lines
983 B
GLSL
36 lines
983 B
GLSL
#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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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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} 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 uv = vec2(gl_FragCoord.x / pc.scrWidth, gl_FragCoord.y / pc.scrHeight);
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if (pc.time > 0)
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{
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float sx = pc.scale - abs(pc.scrWidth / 2.0 - gl_FragCoord.x) * 2.0 / pc.scrWidth;
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float sy = pc.scale - abs(pc.scrHeight / 2.0 - gl_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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fragmentColor = texture(sTexture, uv);
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}
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