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// Copyright 2006-2010 (C) - Frictional Games
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//
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// This file is part of HPL1 Engine
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//
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// For conditions of distribution and use, see copyright notice in LICENSE-shaders
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//
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///////////////////////////////////////////////////////
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/// REFRACTION SPECIAL FRAGMENT PROGRAM /////////////////
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///////////////////////////////////////////////////////
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in vec2 vUv; //in object space
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in vec4 vColor;
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OUTPUT
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uniform sampler2DRect tex0; //screenMap
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uniform sampler2D tex1; //refractMap
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uniform sampler2D tex2; //alphaMap
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uniform vec2 screenSize;
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uniform float t;
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uniform float scale;
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void main()
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{
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float alpha = texture(tex2, vUv).x;
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vec2 uv2 = (gl_FragCoord.xy / screenSize);
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uv2.x += sin(t + uv2.y*10) * 0.001 * scale;
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uv2.y += sin(t + uv2.x*10) * 0.001 * scale;
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vec3 offset = vec3(((texture(tex1, uv2)*2.0) - vec4(1.0)) * alpha * vColor.w);
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outColor.xyz = (texture2DRect(tex0,gl_FragCoord.xy - offset.xy*scale)).xyz;
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}
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