mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-30 07:41:22 +00:00
8381092cce
* handle brightmaps in the main shader instead of keeping separate instances around. * added detail and glow layers from Raze. * fixed material setup which could not guarantee that everything was initialized correctly. * for warped textures, warp all layers. With this brightmaps finally work on warped textures. Note: Vulkan reports a "device lost" error with this which still needs to be investigated.
21 lines
431 B
GLSL
21 lines
431 B
GLSL
|
|
|
|
vec2 GetTexCoord()
|
|
{
|
|
vec2 texCoord = vTexCoord.st;
|
|
|
|
const float pi = 3.14159265358979323846;
|
|
vec2 offset = vec2(0.0,0.0);
|
|
|
|
float siny = sin(pi * 2.0 * (texCoord.y * 2.0 + timer * 0.75)) * 0.03;
|
|
offset.y = siny + sin(pi * 2.0 * (texCoord.x + timer * 0.75)) * 0.03;
|
|
offset.x = siny + sin(pi * 2.0 * (texCoord.x + timer * 0.45)) * 0.02;
|
|
|
|
return texCoord + offset;
|
|
}
|
|
|
|
vec4 ProcessTexel()
|
|
{
|
|
return getTexel(GetTexCoord());
|
|
}
|
|
|