]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - shader_glsl.h
theora encoding: allow both bitrate and quality to be -1 for insane quality
[xonotic/darkplaces.git] / shader_glsl.h
index f5fc5510452f876e904b37f09b9925595211babd..b02bd3c0a59cfea2031e7b2dc8acdb162d7870c8 100644 (file)
@@ -2,17 +2,8 @@
 "// written by Forest 'LordHavoc' Hale\n"
 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
 "\n"
-"// GL ES and GLSL130 shaders use precision modifiers, standard GL does not\n"
-"#ifndef GL_ES\n"
-"#ifndef GLSL130\n"
-"#define lowp\n"
-"#define mediump\n"
-"#define highp\n"
-"#endif\n"
-"#endif\n"
-"\n"
 "#ifdef GLSL130\n"
-"precision mediump float;\n"
+"precision highp float;\n"
 "# ifdef VERTEX_SHADER\n"
 "#  define dp_varying out\n"
 "#  define dp_attribute in\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"
 "      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"
 "#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"