!!cvarf r_waterwarp !!samps 3 #include "sys/defs.h" //this is a post processing shader that is drawn fullscreen whenever the view is underwater. //its generally expected to warp the view a little. layout(location=0) varying vec2 v_stc; layout(location=1) varying vec2 v_warp; layout(location=2) varying vec2 v_edge; #ifdef VERTEX_SHADER void main () { gl_Position = ftetransform(); v_stc = vec2(v_texcoord.x, /*1.0-*/v_texcoord.y); v_warp.s = e_time * 0.25 + v_texcoord.s; v_warp.t = e_time * 0.25 + v_texcoord.t; v_edge = v_texcoord.xy; } #endif #ifdef FRAGMENT_SHADER //uniform sampler2D s_t0;/*$currentrender*/ //uniform sampler2D s_t1;/*warp image*/ //uniform sampler2D s_t2;/*edge image*/ //uniform vec4 e_rendertexturescale; //uniform float cvar_r_waterwarp; #define e_rendertexturescale vec4(1.0,1.0,0.0,0.0) void main () { vec2 amp = (0.010 / 0.625) * cvar_r_waterwarp * texture2D(s_t2, v_edge).rg; vec3 offset = (texture2D(s_t1, v_warp).rgb - 0.5) * 2.0; vec2 temp = v_stc + offset.xy * amp; gl_FragColor = texture2D(s_t0, temp*e_rendertexturescale.st); } #endif