Remove bubble shaders
This commit is contained in:
parent
a78b889b05
commit
bcd3452b70
@ -1,35 +0,0 @@
|
|||||||
// 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);
|
|
||||||
}
|
|
@ -1,41 +0,0 @@
|
|||||||
// 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);
|
|
||||||
}
|
|
Loading…
Reference in New Issue
Block a user