69 lines
1.6 KiB
GLSL
69 lines
1.6 KiB
GLSL
uniform sampler2D displacement_tex;
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uniform sampler2D mask_tex;
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uniform sampler2D color_tex;
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uniform vec2 dir;
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uniform vec2 dir2;
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layout (std140) uniform MatrixesData
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{
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mat4 ViewMatrix;
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mat4 ProjectionMatrix;
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mat4 InverseViewMatrix;
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mat4 InverseProjectionMatrix;
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mat4 ShadowViewProjMatrixes[4];
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vec2 screen;
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};
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#if __VERSION__ >= 130
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in vec2 uv;
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in vec2 uv_bis;
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in float camdist;
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out vec4 FragColor;
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#else
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varying vec2 uv;
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varying vec2 uv_bis;
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varying float camdist;
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#define FragColor gl_FragColor
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#endif
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const float maxlen = 0.02;
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void main()
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{
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float horiz = texture(displacement_tex, uv + dir).x;
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float vert = texture(displacement_tex, (uv.yx + dir2) * vec2(0.9)).x;
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vec2 offset = vec2(horiz, vert);
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offset *= 2.0;
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offset -= 1.0;
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// Fade according to distance to cam
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float fade = 1.0 - smoothstep(1.0, 100.0, camdist);
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// Fade according to distance from the edges
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const float mindist = 0.1;
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fade *= smoothstep(0.0, mindist, uv_bis.x) * smoothstep(0.0, mindist, uv_bis.y) *
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(1.0 - smoothstep(1.0 - mindist, 1.0, uv_bis.x)) *
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(1.0 - smoothstep(1.0 - mindist, 1.0, uv_bis.y));
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offset *= 50.0 * fade * maxlen;
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vec4 shiftval;
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shiftval.r = step(offset.x, 0.0) * -offset.x;
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shiftval.g = step(0.0, offset.x) * offset.x;
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shiftval.b = step(offset.y, 0.0) * -offset.y;
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shiftval.a = step(0.0, offset.y) * offset.y;
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vec2 shift;
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shift.x = -shiftval.x + shiftval.y;
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shift.y = -shiftval.z + shiftval.w;
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shift /= 50.;
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vec2 tc = gl_FragCoord.xy / screen;
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float mask = texture(mask_tex, tc + shift).x;
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tc += (mask < 1.) ? vec2(0.) : shift;
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FragColor = texture(color_tex, tc);
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}
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