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fteqw/engine/shaders/hlsl9/defaultwarp.hlsl

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!!cvarf r_wateralpha
!!samps diffuse
struct a2v {
float4 pos: POSITION;
float2 tc: TEXCOORD0;
};
struct v2f {
#ifndef FRAGMENT_SHADER
float4 pos: POSITION;
#endif
float2 tc: TEXCOORD0;
};
#ifdef VERTEX_SHADER
float4x4 m_modelviewprojection;
v2f main (a2v inp)
{
v2f outp;
outp.pos = mul(m_modelviewprojection, inp.pos);
outp.tc = inp.tc;
return outp;
}
#endif
#ifdef FRAGMENT_SHADER
float cvar_r_wateralpha;
float e_time;
sampler s_diffuse;
float4 main (v2f inp) : COLOR0
{
float2 ntc;
ntc.x = inp.tc.x + sin(inp.tc.y+e_time)*0.125;
ntc.y = inp.tc.y + sin(inp.tc.x+e_time)*0.125;
float3 ts = tex2D(s_diffuse, ntc).xyz;
#ifdef ALPHA
return float4(ts, float(ALPHA));
#else
return float4(ts, cvar_r_wateralpha);
#endif
}
#endif