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fteqw/engine/shaders/hlsl11/drawflat_wall.hlsl
Spoike eccfe6b560 d3d11: stripped the reflection stuff from the d3d11 renderer. we'll do that stuff explicitly instead of having to deal with microsoft's api. its just more reliable.
openal: doppler now applies to openal more consistently.
vulkan: vk_loadglsl cvar enables vk_nv_glsl_shader, with support for existing glsl shaders (still no permutations for now). needs !!samps stuff.
vulkan: r_renderscale now partly works. r_fxaa also works under specific circumstances. needs more work. still no bloom or projections stuff.
menu_download: got a few tweaks to improve it, including zips. I still want to handle engine updates with this stuff, but that can wait for later.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5008 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-07-26 11:47:59 +00:00

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HLSL

!!samps lightmap
struct a2v
{
float4 pos: POSITION;
float2 tc: TEXCOORD0;
float2 lmtc: TEXCOORD1;
float3 norm: NORMAL;
};
struct v2f
{
float4 pos: SV_POSITION;
float2 tc: TEXCOORD0;
float2 lmtc: TEXCOORD1;
float4 col: 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.col = ((inp.norm.z<0.73)?float4(0.5, 0.5, 0.5, 1):float4(0.25, 0.25, 0.5, 1));
return outp;
}
#endif
#ifdef FRAGMENT_SHADER
Texture2D t_lightmap : register(t0);
SamplerState s_lightmap : register(s0);
float4 main (v2f inp) : SV_TARGET
{
return inp.col * t_lightmap.Sample(s_lightmap, inp.lmtc);
}
#endif