uniform sampler2D displacement_tex; uniform sampler2D mask_tex; uniform sampler2D color_tex; #stk_include "utils/sp_texture_sampling.frag" uniform vec4 direction; in vec2 uv; in float camdist; out vec4 o_diffuse_color; const float maxlen = 0.02; void main() { float horiz = texture(displacement_tex, uv + direction.xy).x; float vert = texture(displacement_tex, (uv.yx + direction.zw) * 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); 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; vec2 shift; shift.x = -shiftval.x + shiftval.y; shift.y = -shiftval.z + shiftval.w; shift *= 0.02; vec2 tc = gl_FragCoord.xy / u_screen; float mask = texture(mask_tex, tc + shift).x; tc += (mask < 1.) ? vec2(0.) : shift; vec4 col = texture(color_tex, tc); vec4 blend_tex = sampleTextureLayer0(uv); col.rgb = blend_tex.rgb * blend_tex.a + (1. - blend_tex.a) * col.rgb; o_diffuse_color = vec4(col.rgb, 1.); }