8dadfb4878
Cmake: Add FTE_WERROR option, defaults to true in debug builds and off in release builds (in case future compilers have issues). Cmake: Pull in libXscreensaver so we don't get interrupted by screensavers when playing demos. Make: Added `make webcl-rel` for a web build without server bloat (eg for sites focused on demo playback. Yes, this means you XantoM). fteqcc: Include the decompiler in fteqcc (non-gui) builds ('-d' arg). fteqcc: Decompiler can now mostly handle hexen2 mods without any unknown opcodes. Allow ezHud and OpenSSL to be compiled as in-engine plugins, potentially for web and windows ports respectively. Web: Fix support for ogg vorbis. Add support for voip. Web: Added basic support for WebXR. QTV: Don't try seeking on unseekable qtv streams. Don't spam when developer 1 is set. QTV: add support for some eztv extensions. MVD: added hack to use ktx's vweps in mvd where mvdsv doesn't bother to record the info. qwfwd: hack around a hack in qwfwd, allowing it to work again. recording: favour qwd in single player, instead of mvd. Protocol: reduce client memory used for precache names. Bump maximum precache counts - some people are just abusive, yes you Orl. hexen2: add enough clientside protocol compat to play the demo included with h2mp. lacks effects. in_xflip: restored this setting. fs_hidesyspaths: new cvar, defaults to enabled so you won't find your username or whatever turning up in screenshots or the like. change it to 0 before debuging stuff eg via 'path'. gl_overbright_models: Added cvar to match QS. netchan: Added MTU determination, we'll no longer fail to connect when routers stupidly drop icmp packets. Win: try a few other versions of xinput too. CSQC: Added a CSQC_GenerateMaterial function, to give the csqc a chance to generate custom materials. MenuQC: Added support for the skeletal objects API.
46 lines
805 B
HLSL
46 lines
805 B
HLSL
!!samps diffuse
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//!!cvarf r_wateralpha
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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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};
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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.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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// float cvar_r_wateralpha;
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// float e_time;
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SamplerState s_diffuse;
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Texture2D t_diffuse;
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float4 main (v2f inp) : SV_TARGET
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{
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float2 ntc = inp.tc + sin(inp.tc.yx+e_time)*0.125;
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float4 r;
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r = t_diffuse.Sample(s_diffuse, ntc);
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#ifdef ALPHA
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r.a = float(ALPHA);
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#else
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// r.a *= r_wateralpha;
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#endif
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return r;
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}
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#endif
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