2014-03-16 21:01:14 +00:00
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extern Image backBuffer;
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extern vec2 screen = vec2(800.0, 600.0);
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extern float refractionStrength = 1.0;
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extern vec3 refractionColor = vec3(1.0, 1.0, 1.0);
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vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) {
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vec2 pSize = vec2(1.0 / screen.x, 1.0 / screen.y);
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vec4 normal = Texel(texture, texture_coords);
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2014-03-17 03:32:42 +00:00
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if(normal.b > 0.0) {
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2014-03-16 21:01:14 +00:00
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return vec4(Texel(backBuffer, vec2(texture_coords.x + (normal.x - 0.5) * pSize.x * refractionStrength, texture_coords.y + (normal.y - 0.5) * pSize.y * refractionStrength)).rgb * refractionColor, 1.0);
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} else {
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return vec4(0.0);
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}
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}
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