5899a26aad
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14590 178a84e3-b1eb-0310-8ba1-8eac791a3b58
41 lines
981 B
GLSL
41 lines
981 B
GLSL
uniform sampler2D tex;
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uniform vec2 screen;
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uniform vec2 dir;
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uniform vec2 dir2;
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varying float camdist;
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void main()
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{
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vec2 tc = gl_TexCoord[0].xy;
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vec4 col = vec4(0.0);
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const float maxlen = 0.02;
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float horiz = texture2D(tex, tc + dir).x;
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float vert = texture2D(tex, (tc.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, 40.0, camdist);
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// Fade according to distance from the edges
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vec2 edger = gl_TexCoord[1].xy;
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const float mindist = 0.1;
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fade *= smoothstep(0.0, mindist, edger.x) * smoothstep(0.0, mindist, edger.y) *
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(1.0 - smoothstep(1.0 - mindist, 1.0, edger.x)) *
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(1.0 - smoothstep(1.0 - mindist, 1.0, edger.y));
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offset *= 50.0 * fade * maxlen;
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col.r = step(offset.x, 0.0) * -offset.x;
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col.g = step(0.0, offset.x) * offset.x;
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col.b = step(offset.y, 0.0) * -offset.y;
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col.a = step(0.0, offset.y) * offset.y;
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gl_FragColor = col;
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}
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