/// ============================================================================ /* Copyright (C) 2005 Robert Beckebans Copyright (C) 2006 defconx Please see the file "AUTHORS" for a list of contributors This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ /// ============================================================================ uniform sampler2D u_ColorMap; uniform sampler2D u_NormalMap; uniform vec2 u_FBufScale; uniform vec2 u_NPotScale; varying vec2 var_TexNormal; varying float var_Deform; void main() { // compute normal in tangent space from normalmap vec3 N = 2.0 * (texture2D(u_NormalMap, var_TexNormal).xyz - 0.5); N = normalize(N); // calculate the screen texcoord in the 0.0 to 1.0 range vec2 s_coord = gl_FragCoord.st * u_FBufScale; // offset by the scaled normal and clamp it to 0.0 - 1.0 s_coord += N.xy * var_Deform; s_coord = clamp(s_coord, 0.0, 1.0); // scale by the screen non-power-of-two-adjust s_coord *= u_NPotScale; gl_FragColor = texture2D(u_ColorMap, s_coord); }