Files
OpenRA/glsl/postprocess_textured_vortex.frag
2023-10-27 10:37:28 +03:00

23 lines
447 B
GLSL

#version {VERSION}
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D VortexTexture;
uniform sampler2D WorldTexture;
in vec2 vTexCoord;
out vec4 fragColor;
void main()
{
vec4 vtx = texture(VortexTexture, vTexCoord.xy);
vec2 delta = (vtx.bg - 0.5) * 256.0;
float frac = 16.0 * vtx.r + 0.0625;
if (vtx.r > 0.055)
discard;
fragColor = texelFetch(WorldTexture, ivec2(gl_FragCoord.xy + delta), 0) * vec4(frac, frac, frac, 1);
}