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fteqw/engine/shaders/hlsl11/terrain.hlsl

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struct a2v
{
float4 pos: POSITION;
float2 tc: TEXCOORD0;
float2 lmtc: TEXCOORD0;
float4 vcol: COLOR0;
};
struct v2f
{
float4 pos: SV_POSITION;
float2 tc: TEXCOORD0;
float2 lmtc: TEXCOORD1;
float4 vcol: COLOR0;
float3 vtexprojcoord: TEXCOORD2;
float3 vtexprojcoord: TEXCOORD2;
};
#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;
outp.lmtc = inp.lmtc;
outp.vcol = inp.vcol;
return outp;
}
#endif
#ifdef FRAGMENT_SHADER
Texture2D shaderTexture[7];
SamplerState SampleType[7];
float4 main (v2f inp) : SV_TARGET
{
float4 result;
float4 base = shaderTexture[0].Sample(SampleType[0], inp.tc);
#ifdef BUMP
float4 bump = shaderTexture[1].Sample(SampleType[1], inp.tc);
#else
float4 bump = float4(0, 0, 1, 0);
#endif
float4 spec = shaderTexture[2].Sample(SampleType[2], inp.tc);
#ifdef CUBE
float4 cubemap = shaderTexture[3].Sample(SampleType[3], inp.vtexprojcoord);
#endif
//shadowmap 2d
#ifdef LOWER
float4 lower = shaderTexture[5].Sample(SampleType[5], inp.tc);
base += lower;
#endif
#ifdef UPPER
float4 upper = shaderTexture[6].Sample(SampleType[6], inp.tc);
base += upper;
#endif
float lightscale = max(1.0 - (dot(inp.lightvector,inp.lightvector)/(l_lightradius*l_lightradius)), 0.0);
float3 nl = normalize(inp.lightvector);
float bumpscale = max(dot(bump.xyz, nl), 0.0);
float3 halfdir = normalize(normalize(eyevector) + nl);
float specscale = pow(max(dot(halfdir, bumps), 0.0), 32.0 * spec.a);
result.a = base.a;
result.rgb = base.rgb * (l_lightcolourscale.x + l_lightcolourscale.y * bumpscale); //amient light + diffuse
result.rgb += spec.rgb * l_lightcolourscale.z * specscale; //specular
result.rgb *= lightscale; //fade light by distance
#ifdef CUBE
result.rgb *= cubemap.rgb; //fade by cubemap
#endif
return result;
}
#endif