Remove bubble shaders

This commit is contained in:
Vincent Lejeune 2014-11-20 22:05:19 +01:00
parent a78b889b05
commit bcd3452b70
2 changed files with 0 additions and 76 deletions

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// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2013 the SuperTuxKart team
//
// This program 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.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
uniform sampler2D tex;
uniform float transparency;
#if __VERSION__ >= 130
in vec2 uv;
out vec4 FragColor;
#else
varying vec2 uv;
#define FragColor gl_FragColor
#endif
void main()
{
vec4 Color = texture(tex, uv);
Color.a *= transparency;
FragColor = vec4(Color.rgb * Color.a, Color.a);
}

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// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2013 the SuperTuxKart team
//
// This program 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.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
// Creates a bubble (wave) effect by distorting the texture depending on time
uniform mat4 ModelViewProjectionMatrix;
uniform float time;
#if __VERSION__ >= 330
layout(location = 0) in vec3 Position;
layout(location = 3) in vec2 Texcoord;
#else
in vec3 Position;
in vec2 Texcoord;
#endif
out vec2 uv;
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
float delta_x = cos(time*3.0) * sin( 4.0 * Texcoord.x * 6.28318531 );
float delta_y = cos(time*2.0) * sin( 3.0 * Texcoord.y * 6.28318531 );
uv = Texcoord + vec2(0.02*delta_x, 0.02*delta_y);
}