Files
stk-code/data/shaders/sp_displace.frag
T

37 lines
990 B
GLSL

uniform sampler2D displacement_tex;
uniform sampler2D mask_tex;
uniform sampler2D color_tex;
uniform sampler2D ssr_tex;
#stk_include "utils/displace_utils.frag"
#stk_include "utils/sp_texture_sampling.frag"
uniform vec4 direction;
uniform int u_ssr;
in vec2 uv;
out vec4 o_diffuse_color;
void main()
{
float horiz = texture(displacement_tex, uv + direction.xy * 150.).x;
float vert = texture(displacement_tex, (uv.yx + direction.zw * 150.) * vec2(0.9)).x;
vec2 shift = getDisplaceShift(horiz, vert);
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 blend_tex = sampleTextureLayer0(uv);
vec3 col = blend_tex.rgb * blend_tex.a;
if (u_ssr == 1)
{
col.rgb *= 0.7;
col.rgb += texture(ssr_tex, tc).rgb * blend_tex.a * 0.3;
}
col.rgb += (1. - blend_tex.a) * texture(color_tex, tc).rgb;
o_diffuse_color = vec4(col.rgb, 1.);
}