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- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #include "global.inc"
- uniform sampler2D samp0 : register(s0); // texture 0 is _current Render
- uniform sampler2D samp1 : register(s1); // texture 1 is the per-surface bump map
- struct PS_IN {
- float4 position : VPOS;
- float2 texcoord : TEXCOORD0_centroid;
- float4 color : COLOR0;
- };
- struct PS_OUT {
- float4 color : COLOR;
- };
- void main( PS_IN fragment, out PS_OUT result ) {
- float2 screenTexCoord = fragment.texcoord;
-
- // compute warp factor
- float4 warpFactor = 1.0 - ( tex2D( samp1, screenTexCoord.xy ) * fragment.color );
- screenTexCoord -= float2( 0.5, 0.5 );
- screenTexCoord *= warpFactor.xy;
- screenTexCoord += float2( 0.5, 0.5 );
- // load the screen render
- result.color = tex2D( samp0, screenTexCoord );
- }
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