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fteqw/engine/shaders/hlsl9/rtlight.hlsl
Spoike 53a7b3d47c added support for external capture plugins - and using avcodec as a plugin.c.
The ragdoll API is potentially usable now, but still really limited.
Enabled SQL requests by default using sqlite. Note that you'll need the sqlite dll to use this. MySQL should still be usable, but I didn't try. MySQL requires -DUSE_MYSQL to compile it, and a dll and -mysql argument to enable it.
Fixed nacl.
NPFTE plugin now invokes an exe to run the game rather than running the game within the browser.
externvalue builtin now accepts & prefix to return a pointer instead.
Fixed vector autocvars.
uri_get, bufstr_add, bufstr_free, now functional.
QC debugger can now show asm if line numbers are not available.
Added support for QC watchpoints. Use the watchpoint command.
gl_specular now give specular even without rtlights, thankfully not as blatently, but its there.
android will not crash due to supported audio formats, and gles2 can be selected via a cvar (requires full FTEDroidActivity/program restart).

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4152 fc73d0e0-1445-4013-8a0c-d673dee63da5
2012-11-27 03:23:19 +00:00

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1.3 KiB
HLSL

!!permu BUMP
!!permu SPECULAR
!!permu OFFSETMAPPING
!!permu SKELETAL
!!permu FOG
// texture units:
// s0=diffuse, s1=normal, s2=specular, s3=shadowmap
// custom modifiers:
// PCF(shadowmap)
// CUBE(projected cubemap)
struct a2v
{
float4 pos: POSITION;
float3 tc: TEXCOORD0;
float3 n: NORMAL0;
float3 s: TANGENT0;
float3 t: BINORMAL0;
};
struct v2f
{
#ifndef FRAGMENT_SHADER
float4 pos: POSITION;
#endif
float3 tc: TEXCOORD0;
float3 lpos: TEXCOORD1;
};
#ifdef VERTEX_SHADER
float4x4 m_modelviewprojection;
float3 l_lightposition;
v2f main (a2v inp)
{
v2f outp;
outp.pos = mul(m_modelviewprojection, inp.pos);
outp.tc = inp.tc;
float3 lightminusvertex = l_lightposition - inp.pos.xyz;
outp.lpos.x = dot(lightminusvertex, inp.s.xyz);
outp.lpos.y = dot(lightminusvertex, inp.t.xyz);
outp.lpos.z = dot(lightminusvertex, inp.n.xyz);
return outp;
}
#endif
#ifdef FRAGMENT_SHADER
sampler s_t0;
sampler s_t1;
float l_lightradius;
float3 l_lightcolour;
float4 main (v2f inp) : COLOR0
{
float3 col = l_lightcolour;
col *= max(1.0 - dot(inp.lpos, inp.lpos)/(l_lightradius*l_lightradius), 0.0);
float3 diff = tex2D(s_t0, inp.tc);
return float4(diff * col, 1);
}
#endif