/***************************************************************************** The Dark Mod GPL Source Code This file is part of the The Dark Mod Source Code, originally based on the Doom 3 GPL Source Code as published in 2011. The Dark Mod Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. For details, see LICENSE.TXT. Project: The Dark Mod (http://www.thedarkmod.com/) ******************************************************************************/ #version 140 // !!ARBfp1.0 in vec4 var_tc0; in vec4 var_tc1; in vec4 var_tc2; out vec4 draw_Color; uniform sampler2D u_texture0; uniform sampler2D u_texture1; uniform sampler2D u_texture2; uniform vec4 u_scalePotToWindow; uniform vec4 u_scaleWindowToUnit; void main() { // OPTION ARB_precision_hint_fastest; // texture 0 is _currentRender // texture 1 is a normal map that we will use to deform texture 0 // texture 2 is a mask texture // // env[0] is the 1.0 to _currentRender conversion // env[1] is the fragment.position to 0.0 - 1.0 conversion vec4 localNormal, mask, R0; //TEMP localNormal, mask, R0; vec4 subOne = vec4(-1, -1, -1, -1); //PARAM subOne = { -1, -1, -1, -1 }; vec4 scaleTwo = vec4(2, 2, 2, 2); //PARAM scaleTwo = { 2, 2, 2, 2 }; // load the distortion map mask = texture(u_texture2, var_tc0.xy); //TEX mask, fragment.texcoord[0], texture[2], 2D; // kill the pixel if the distortion wound up being very small mask.xy = (mask.xy) - (vec2(0.01)); //SUB mask.xy, mask, 0.01; if (any(lessThan(mask, vec4(0.0)))) discard; //KIL mask; // load the filtered normal map and convert to -1 to 1 range localNormal = texture(u_texture1, var_tc1.xy); //TEX localNormal, fragment.texcoord[1], texture[1], 2D; // localNormal.x = localNormal.a; //MOV localNormal.x, localNormal.a; localNormal = (localNormal) * (scaleTwo) + (subOne); //MAD localNormal, localNormal, scaleTwo, subOne; localNormal.z = sqrt(max(0, 1-localNormal.x*localNormal.x-localNormal.y*localNormal.y)); localNormal = (localNormal) * (mask); //MUL localNormal, localNormal, mask; // calculate the screen texcoord in the 0.0 to 1.0 range R0 = (gl_FragCoord) * (u_scaleWindowToUnit); //MUL R0, fragment.position, program.env[1]; // offset by the scaled localNormal and clamp it to 0.0 - 1.0 R0 = clamp((localNormal) * (var_tc2) + (R0), 0.0, 1.0); //MAD_SAT R0, localNormal, fragment.texcoord[2], R0; // scale by the screen non-power-of-two-adjust R0 = (R0) * (u_scalePotToWindow); //MUL R0, R0, program.env[0]; // load the screen render //draw_Color.xyz = texture(u_texture0, R0.xy).xyz; //TEX result.color.xyz, R0, texture[0], 2D; draw_Color = texture(u_texture0, R0.xy); //TEX result.color.xyz, R0, texture[0], 2D; }