yquake2remaster/stuff/shaders/world_warp.frag

56 lines
1.7 KiB
GLSL

#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);
}