yquake2remaster/stuff/shaders/world_warp.frag
2020-12-12 14:45:04 +01:00

36 lines
983 B
GLSL

#version 450
#extension GL_ARB_separate_shader_objects : enable
// Underwater screen warp effect similar to what software renderer provides
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;
} pc;
layout(set = 0, binding = 0) uniform sampler2D sTexture;
layout(location = 0) out vec4 fragmentColor;
#define PI 3.1415
void main()
{
vec2 uv = vec2(gl_FragCoord.x / pc.scrWidth, gl_FragCoord.y / pc.scrHeight);
if (pc.time > 0)
{
float sx = pc.scale - abs(pc.scrWidth / 2.0 - gl_FragCoord.x) * 2.0 / pc.scrWidth;
float sy = pc.scale - abs(pc.scrHeight / 2.0 - gl_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;
}
fragmentColor = texture(sTexture, uv);
}