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fteqw/engine/shaders/hlsl9/defaultwarp.hlsl
Spoike 5b4756f3d9 Lazy GLSL loading, for faster load times.
Fixed some xim issues, for proper keyboard input under x11.
Cmake project can now work for cross compiling win32 targets.
Some other fun-but-pointless stuff.



git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5344 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-11-27 16:48:19 +00:00

42 lines
807 B
HLSL

!!cvarf r_wateralpha
!!samps diffuse
struct a2v {
float4 pos: POSITION;
float2 tc: TEXCOORD0;
};
struct v2f {
#ifndef FRAGMENT_SHADER
float4 pos: POSITION;
#endif
float2 tc: TEXCOORD0;
};
#ifdef VERTEX_SHADER
float4x4 m_modelviewprojection;
v2f main (a2v inp)
{
v2f outp;
outp.pos = mul(m_modelviewprojection, inp.pos);
outp.tc = inp.tc;
return outp;
}
#endif
#ifdef FRAGMENT_SHADER
float cvar_r_wateralpha;
float e_time;
sampler s_diffuse;
float4 main (v2f inp) : COLOR0
{
float2 ntc;
ntc.x = inp.tc.x + sin(inp.tc.y+e_time)*0.125;
ntc.y = inp.tc.y + sin(inp.tc.x+e_time)*0.125;
float3 ts = tex2D(s_diffuse, ntc).xyz;
#ifdef ALPHA
return float4(ts, float(ALPHA));
#else
return float4(ts, cvar_r_wateralpha);
#endif
}
#endif