3#if !defined(OFFSETMAPPING_SCALE)
4 #define OFFSETMAPPING_SCALE 1.0
9 vec3 OffsetVector = vec3(normalize(eyevector.xyz).xy * cvar_r_glsl_offsetmapping_scale * OFFSETMAPPING_SCALE * vec2(-1.0, 1.0), -1.0);
10 vec3 RT = vec3(vec2(
base.xy), 1.0);
12 for(
i = 1.0;
i < 10.0; ++
i)
13 RT += OffsetVector * step(texture2D(normtex, RT.xy).a, RT.z);
14 for(
i = 0.0, f = 1.0;
i < 5.0; ++
i, f *= 0.5)
15 RT += OffsetVector * (step(texture2D(normtex, RT.xy).a, RT.z) * f - 0.5 * f);
18 else if (OFFSETMAPPING)
20 vec2 OffsetVector = normalize(eyevector).xy * cvar_r_glsl_offsetmapping_scale * OFFSETMAPPING_SCALE * vec2(-1.0, 1.0);
23 OffsetVector *= 0.333;
24 tc -= OffsetVector * texture2D(normtex, tc).w;
25 tc -= OffsetVector * texture2D(normtex, tc).w;
26 tc -= OffsetVector * texture2D(normtex, tc).w;
vec2 offsetmap(sampler2D normtex, vec2 base, vec3 eyevector)
Definition: offsetmapping.h:1
int i
Definition: snd_ov.c:50