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// Copyright 2006-2010 (C) - Frictional Games
//
// This file is part of HPL1 Engine
//
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
//
///////////////////////////////////////////////////////
/// REFRACTION FRAGMENT PROGRAM /////////////////
///////////////////////////////////////////////////////
in vec2 vUv; //in object space
in vec4 vColor;
OUTPUT
uniform sampler2DRect tex0; //screenMap
uniform sampler2D tex1; //refractMap
uniform vec2 screenSize;
uniform float scale;
void main()
{
vec3 offset = vec3(((texture(tex1, vUv)*2.0) - vec4(1.0)) * vColor.w);
outColor = texture2DRect(tex0, gl_FragCoord.xy - (offset.xy*scale) / gl_FragCoord.z);
}
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