37 lines
990 B
GLSL
37 lines
990 B
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 sampler2D ssr_tex;
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#stk_include "utils/displace_utils.frag"
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#stk_include "utils/sp_texture_sampling.frag"
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uniform vec4 direction;
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uniform int u_ssr;
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in vec2 uv;
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out vec4 o_diffuse_color;
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void main()
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{
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float horiz = texture(displacement_tex, uv + direction.xy * 150.).x;
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float vert = texture(displacement_tex, (uv.yx + direction.zw * 150.) * vec2(0.9)).x;
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vec2 shift = getDisplaceShift(horiz, vert);
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shift *= 0.02;
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vec2 tc = gl_FragCoord.xy / u_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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vec4 blend_tex = sampleTextureLayer0(uv);
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vec3 col = blend_tex.rgb * blend_tex.a;
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if (u_ssr == 1)
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{
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col.rgb *= 0.7;
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col.rgb += texture(ssr_tex, tc).rgb * blend_tex.a * 0.3;
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}
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col.rgb += (1. - blend_tex.a) * texture(color_tex, tc).rgb;
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o_diffuse_color = vec4(col.rgb, 1.);
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}
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