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fteqw/engine/shaders/hlsl9/defaultsky.hlsl

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struct a2v
{
float4 pos: POSITION;
};
struct v2f
{
#ifndef FRAGMENT_SHADER
float4 pos: POSITION;
#endif
float3 vpos: TEXCOORD0;
};
#ifdef VERTEX_SHADER
float4x4 m_modelviewprojection;
v2f main (a2v inp)
{
v2f outp;
outp.pos = mul(m_modelviewprojection, inp.pos);
outp.vpos = inp.pos;
return outp;
}
#endif
#ifdef FRAGMENT_SHADER
float e_time;
float3 e_eyepos;
float l_lightradius;
float3 l_lightcolour;
float3 l_lightposition;
sampler s_t0; /*diffuse*/
sampler s_t1; /*normal*/
sampler s_t2; /*specular*/
float4 main (v2f inp) : COLOR0
{
float2 tccoord;
float3 dir = inp.vpos - e_eyepos;
dir.z *= 3.0;
dir.xy /= 0.5*length(dir);
tccoord = (dir.xy + e_time*0.03125);
float4 solid = tex2D(s_t0, tccoord);
tccoord = (dir.xy + e_time*0.0625);
float4 clouds = tex2D(s_t1, tccoord);
return float4((solid.rgb*(1.0-clouds.a)) + (clouds.a*clouds.rgb), 1);
}
#endif