stk-code_catmod/data/shaders/displace.frag

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uniform sampler2D displacement_tex;
uniform sampler2D mask_tex;
uniform sampler2D color_tex;
uniform vec2 dir;
uniform vec2 dir2;
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layout (std140) uniform MatrixesData
{
mat4 ViewMatrix;
mat4 ProjectionMatrix;
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
vec2 screen;
};
#if __VERSION__ >= 130
in vec2 uv;
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in vec2 uv_bis;
in float camdist;
out vec4 FragColor;
#else
varying vec2 uv;
varying vec2 uv_bis;
varying float camdist;
#define FragColor gl_FragColor
#endif
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const float maxlen = 0.02;
void main()
{
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float horiz = texture(displacement_tex, uv + dir).x;
float vert = texture(displacement_tex, (uv.yx + dir2) * vec2(0.9)).x;
vec2 offset = vec2(horiz, vert);
offset *= 2.0;
offset -= 1.0;
// Fade according to distance to cam
float fade = 1.0 - smoothstep(1.0, 100.0, camdist);
// Fade according to distance from the edges
const float mindist = 0.1;
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fade *= smoothstep(0.0, mindist, uv_bis.x) * smoothstep(0.0, mindist, uv_bis.y) *
(1.0 - smoothstep(1.0 - mindist, 1.0, uv_bis.x)) *
(1.0 - smoothstep(1.0 - mindist, 1.0, uv_bis.y));
offset *= 50.0 * fade * maxlen;
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vec4 shiftval;
shiftval.r = step(offset.x, 0.0) * -offset.x;
shiftval.g = step(0.0, offset.x) * offset.x;
shiftval.b = step(offset.y, 0.0) * -offset.y;
shiftval.a = step(0.0, offset.y) * offset.y;
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vec2 shift;
shift.x = -shiftval.x + shiftval.y;
shift.y = -shiftval.z + shiftval.w;
shift /= 50.;
vec2 tc = gl_FragCoord.xy / screen;
float mask = texture(mask_tex, tc + shift).x;
tc += (mask < 1.) ? vec2(0.) : shift;
FragColor = texture(color_tex, tc);
}