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https://github.com/ZDoom/qzdoom.git
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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
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vec2 GetTexCoord()
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{
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vec2 texCoord = vTexCoord.st;
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const float pi = 3.14159265358979323846;
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vec2 offset = vec2(0.0,0.0);
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float siny = sin(pi * 2.0 * (texCoord.y * 2.0 + timer * 0.75)) * 0.03;
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offset.y = siny + sin(pi * 2.0 * (texCoord.x + timer * 0.75)) * 0.03;
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offset.x = siny + sin(pi * 2.0 * (texCoord.x + timer * 0.45)) * 0.02;
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return texCoord + offset;
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}
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vec4 ProcessTexel()
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{
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return getTexel(GetTexCoord());
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}
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