"// written by Forest 'LordHavoc' Hale\n"
"// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
"\n"
-"// GL ES shaders use precision modifiers, standard GL does not\n"
-"#ifndef GL_ES\n"
-"#define lowp\n"
-"#define mediump\n"
-"#define highp\n"
-"#endif\n"
-"\n"
"#ifdef GLSL130\n"
+"precision highp float;\n"
"# ifdef VERTEX_SHADER\n"
"# define dp_varying out\n"
"# define dp_attribute in\n"
"# define dp_attribute in\n"
"# endif\n"
"# define dp_offsetmapping_dFdx dFdx\n"
-"# define dp_offsetmapping_dFdy dFdx\n"
+"# define dp_offsetmapping_dFdy dFdy\n"
"# define dp_textureGrad textureGrad\n"
"# define dp_texture2D texture\n"
"# define dp_texture3D texture\n"
"# define dp_shadow2D(a,b) float(shadow2D(a,b))\n"
"#endif\n"
"\n"
+"// GL ES and GLSL130 shaders use precision modifiers, standard GL does not\n"
+"// in GLSL130 we don't use them though because of syntax differences (can't use precision with inout)\n"
+"#ifndef GL_ES\n"
+"#define lowp\n"
+"#define mediump\n"
+"#define highp\n"
+"#endif\n"
+"\n"
"#ifdef VERTEX_SHADER\n"
"dp_attribute vec4 Attrib_Position; // vertex\n"
"dp_attribute vec4 Attrib_Color; // color\n"
"uniform highp mat4 ModelViewProjectionMatrix;\n"
"#endif\n"
"\n"
+"#ifdef VERTEX_SHADER\n"
+"#ifdef USETRIPPY\n"
+"// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE\n"
+"// tweaked scale\n"
+"uniform highp float ClientTime;\n"
+"vec4 TrippyVertex(vec4 position)\n"
+"{\n"
+" float worldTime = ClientTime;\n"
+" // tweaked for Quake\n"
+" worldTime *= 10.0;\n"
+" position *= 0.125;\n"
+" //~tweaked for Quake\n"
+" float distanceSquared = (position.x * position.x + position.z * position.z);\n"
+" position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);\n"
+" float y = position.y;\n"
+" float x = position.x;\n"
+" float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);\n"
+" position.y = x*sin(om)+y*cos(om);\n"
+" position.x = x*cos(om)-y*sin(om);\n"
+" return position;\n"
+"}\n"
+"#endif\n"
+"#endif\n"
+"\n"
"#ifdef MODE_DEPTH_OR_SHADOW\n"
"#ifdef VERTEX_SHADER\n"
"void main(void)\n"
"{\n"
" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
+"#ifdef USETRIPPY\n"
+" gl_Position = TrippyVertex(gl_Position);\n"
+"#endif\n"
"}\n"
"#endif\n"
"#else // !MODE_DEPTH_ORSHADOW\n"
"{\n"
" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
" VertexColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
+"#ifdef USETRIPPY\n"
+" gl_Position = TrippyVertex(gl_Position);\n"
+"#endif\n"
"}\n"
"#endif\n"
"\n"
" TexCoord2 = Attrib_TexCoord1.xy;\n"
"#endif\n"
" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
+"#ifdef USETRIPPY\n"
+" gl_Position = TrippyVertex(gl_Position);\n"
+"#endif\n"
"}\n"
"#endif\n"
"\n"
" TexCoord = vec2(TexMatrix * Attrib_TexCoord0);\n"
" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
" ModelViewProjectionPosition = gl_Position;\n"
+"#ifdef USETRIPPY\n"
+" gl_Position = TrippyVertex(gl_Position);\n"
+"#endif\n"
"}\n"
"#endif\n"
"\n"
" EyeVector.z = dot(EyeRelative, Attrib_TexCoord3.xyz);\n"
" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
" ModelViewProjectionPosition = gl_Position;\n"
+"#ifdef USETRIPPY\n"
+" gl_Position = TrippyVertex(gl_Position);\n"
+"#endif\n"
"}\n"
"#endif\n"
"\n"
"#endif\n"
"\n"
"#ifdef USEOFFSETMAPPING\n"
-"uniform mediump vec3 OffsetMapping_ScaleSteps;\n"
+"uniform mediump vec4 OffsetMapping_ScaleSteps;\n"
"vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)\n"
"{\n"
" float i;\n"
"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
+" float f;\n"
" // 14 sample relief mapping: linear search and then binary search\n"
" // this basically steps forward a small amount repeatedly until it finds\n"
" // itself inside solid, then jitters forward and back using decreasing\n"
" OffsetVector *= OffsetMapping_ScaleSteps.z;\n"
" for(i = 1.0; i < OffsetMapping_ScaleSteps.y; ++i)\n"
" RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
-" RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) - 0.5);\n"
-" RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.5 - 0.25);\n"
-" RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.25 - 0.125);\n"
-" RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.125 - 0.0625);\n"
-" RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.0625 - 0.03125);\n"
+" for(i = 0.0, f = 1.0; i < OffsetMapping_ScaleSteps.w; ++i, f *= 0.5)\n"
+" RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);\n"
" return RT.xy;\n"
"#else\n"
" // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n"
" VectorT = (ModelViewMatrix * vec4(Attrib_TexCoord2.xyz, 0));\n"
" VectorR = (ModelViewMatrix * vec4(Attrib_TexCoord3.xyz, 0));\n"
" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
+"#ifdef USETRIPPY\n"
+" gl_Position = TrippyVertex(gl_Position);\n"
+"#endif\n"
"}\n"
"#endif // VERTEX_SHADER\n"
"\n"
"# endif\n"
"#endif\n"
"\n"
-" // transform vertex to camera space, using ftransform to match non-VS rendering\n"
+" // transform vertex to clipspace (post-projection, but before perspective divide by W occurs)\n"
" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
"\n"
"#ifdef USESHADOWMAPORTHO\n"
"#ifdef USEREFLECTION\n"
" ModelViewProjectionPosition = gl_Position;\n"
"#endif\n"
+"#ifdef USETRIPPY\n"
+" gl_Position = TrippyVertex(gl_Position);\n"
+"#endif\n"
"}\n"
"#endif // VERTEX_SHADER\n"
"\n"