47 lines
1 KiB
HLSL
47 lines
1 KiB
HLSL
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//regular sky shader for scrolling q1 skies
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//the sky surfaces are thrown through this as-is.
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struct a2v
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{
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float4 pos: POSITION;
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float2 tc: TEXCOORD0;
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};
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struct v2f
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{
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float4 pos: SV_POSITION;
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float2 tc: TEXCOORD0;
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float3 mpos: TEXCOORD1;
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};
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#include <ftedefs.h>
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#ifdef VERTEX_SHADER
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v2f main (a2v inp)
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{
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v2f outp;
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outp.pos = mul(m_model, inp.pos);
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outp.mpos = outp.pos.xyz;
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outp.pos = mul(m_view, outp.pos);
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outp.pos = mul(m_projection, outp.pos);
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outp.tc = inp.tc;
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return outp;
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}
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#endif
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#ifdef FRAGMENT_SHADER
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Texture2D shaderTexture[2];
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SamplerState SampleType;
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float4 main (v2f inp) : SV_TARGET
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{
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float2 tccoord;
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float3 dir = inp.mpos - v_eyepos;
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dir.z *= 3.0;
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dir.xy /= 0.5*length(dir);
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tccoord = (dir.xy + e_time*0.03125);
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float4 solid = shaderTexture[0].Sample(SampleType, tccoord);
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tccoord = (dir.xy + e_time*0.0625);
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float4 clouds = shaderTexture[1].Sample(SampleType, tccoord);
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return (solid*(1.0-clouds.a)) + (clouds.a*clouds);
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}
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#endif
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