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fteqw/engine/shaders/hlsl11/defaultwall.hlsl

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struct a2v
{
float4 pos: POSITION;
float4 tc: TEXCOORD0;
};
struct v2f
{
float4 pos: SV_POSITION;
float2 tc: TEXCOORD0;
float2 lmtc: TEXCOORD1;
};
#include <ftedefs.h>
#ifdef VERTEX_SHADER
v2f main (a2v inp)
{
v2f outp;
outp.pos = mul(m_model, inp.pos);
outp.pos = mul(m_view, outp.pos);
outp.pos = mul(m_projection, outp.pos);
outp.tc = inp.tc.xy;
outp.lmtc = inp.tc.zw;
return outp;
}
#endif
#ifdef FRAGMENT_SHADER
Texture2D shaderTexture[2];
SamplerState SampleType[2];
float4 main (v2f inp) : SV_TARGET
{
return shaderTexture[0].Sample(SampleType[0], inp.tc) * shaderTexture[1].Sample(SampleType[1], inp.lmtc).bgra;
}
#endif