qzdoom/wadsrc/static/shaders/glsl/func_warp2.fp
Christoph Oelckers 8381092cce - major shader rework
* 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.
2020-04-19 10:57:43 +02:00

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516 B
GLSL

vec2 GetTexCoord()
{
vec2 texCoord = vTexCoord.st;
const float pi = 3.14159265358979323846;
vec2 offset = vec2(0.0,0.0);
offset.y = 0.5 + sin(pi * 2.0 * (texCoord.y + timer * 0.61 + 900.0/8192.0)) + sin(pi * 2.0 * (texCoord.x * 2.0 + timer * 0.36 + 300.0/8192.0));
offset.x = 0.5 + sin(pi * 2.0 * (texCoord.y + timer * 0.49 + 700.0/8192.0)) + sin(pi * 2.0 * (texCoord.x * 2.0 + timer * 0.49 + 1200.0/8192.0));
return texCoord + offset * 0.025;
}
vec4 ProcessTexel()
{
return getTexel(GetTexCoord());
}