uniform sampler2D displacement_tex; uniform sampler2D mask_tex; uniform sampler2D color_tex; uniform vec2 dir; uniform vec2 dir2; layout (std140) uniform MatrixesData { mat4 ViewMatrix; mat4 ProjectionMatrix; mat4 InverseViewMatrix; mat4 InverseProjectionMatrix; mat4 ShadowViewProjMatrixes[4]; vec2 screen; }; #if __VERSION__ >= 130 in vec2 uv; 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 const float maxlen = 0.02; void main() { 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; 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; 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 /= 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); }