42c16b32cb
gl_Texcoord[]/gl_Color should be explocitly passed as in/out. Compilers can pack varyings if the architecture does benefit from it (for instance intel mesa driver) but on the other hand they usually don't change size of varying even if there is only a single component used. So storing vec2 into vec4 may waste performances. git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14974 178a84e3-b1eb-0310-8ba1-8eac791a3b58
33 lines
1.2 KiB
GLSL
33 lines
1.2 KiB
GLSL
// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2013 the SuperTuxKart team
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 3
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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// Creates a bubble (wave) effect by distorting the texture depending on time
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#version 130
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uniform float time;
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out vec2 uv;
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void main()
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{
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gl_Position = ftransform();
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float delta_x = cos(time*3.0) * sin( 4.0 * gl_TexCoord[0].st.s * 6.28318531 );
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float delta_y = cos(time*2.0) * sin( 3.0 * gl_TexCoord[0].st.t * 6.28318531 );
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uv = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st + vec2(0.02*delta_x, 0.02*delta_y);
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}
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