nuclide/platform/base_glsl.pk3dir/glsl/refract.glsl

46 lines
999 B
GLSL

!!ver 110
!!samps refraction=0 normalmap=1
#include "sys/defs.h"
varying vec2 tex_c;
varying mat3 invsurface;
varying vec4 tf_c;
varying vec3 eyeminusvertex;
#ifdef VERTEX_SHADER
void main ()
{
invsurface[0] = v_svector;
invsurface[1] = v_tvector;
invsurface[2] = v_normal;
tf_c = ftetransform();
tex_c = v_texcoord;
gl_Position = tf_c;
}
#endif
#ifdef FRAGMENT_SHADER
#include "sys/fog.h"
void main ( void )
{
vec2 refl_c;
vec3 refr_f;
vec3 norm_f;
vec4 out_f = vec4( 1.0, 1.0, 1.0, 1.0 );
norm_f = ( texture2D( s_normalmap, tex_c + vec2( e_time * 0.01, 0.0 ) ).xyz);
norm_f += ( texture2D( s_normalmap, tex_c - vec2( 0, e_time * 0.01 ) ).xyz);
norm_f -= 1.0 - ( 4.0 / 256.0 );
norm_f = normalize( norm_f );
// Reflection/View coordinates
refl_c = ( 1.0 + ( tf_c.xy / tf_c.w ) ) * 0.5;
refr_f = texture2D( s_refraction, refl_c + ( norm_f.st) ).rgb;
out_f.rgb = refr_f;
gl_FragColor = out_f;
}
#endif