40 lines
763 B
HLSL
40 lines
763 B
HLSL
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!!samps reflectcube
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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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};
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struct v2f
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{
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float4 pos: SV_POSITION;
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float3 texc: TEXCOORD0;
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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.texc= outp.pos.xyz - v_eyepos;
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outp.texc.y = -outp.texc.y;
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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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return outp;
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}
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#endif
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#ifdef FRAGMENT_SHADER
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TextureCube t_reflectcube : register(t0);
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SamplerState s_reflectcube : register(s0);
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float4 main (v2f inp) : SV_TARGET
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{
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return t_reflectcube.Sample(s_reflectcube, inp.texc);
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}
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#endif
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