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