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fteqw/engine/shaders/hlsl11/defaultsky.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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1.1 KiB
HLSL

!!samps diffuse fullbright
//regular sky shader for scrolling q1 skies
//the sky surfaces are thrown through this as-is.
struct a2v
{
float4 pos: POSITION;
float2 tc: TEXCOORD0;
};
struct v2f
{
float4 pos: SV_POSITION;
float2 tc: TEXCOORD0;
float3 mpos: TEXCOORD1;
};
#include <ftedefs.h>
#ifdef VERTEX_SHADER
v2f main (a2v inp)
{
v2f outp;
outp.pos = mul(m_model, inp.pos);
outp.mpos = outp.pos.xyz;
outp.pos = mul(m_view, outp.pos);
outp.pos = mul(m_projection, outp.pos);
outp.tc = inp.tc;
return outp;
}
#endif
#ifdef FRAGMENT_SHADER
Texture2D t_diffuse : register(t0);
Texture2D t_fullbright : register(t1);
SamplerState s_diffuse : register(s0);
SamplerState s_fullbright : register(s1);
float4 main (v2f inp) : SV_TARGET
{
float2 tccoord;
float3 dir = inp.mpos - v_eyepos;
dir.z *= 3.0;
dir.xy /= 0.5*length(dir);
tccoord = (dir.xy + e_time*0.03125);
float4 solid = t_diffuse.Sample(s_diffuse, tccoord);
tccoord = (dir.xy + e_time*0.0625);
float4 clouds = t_fullbright.Sample(s_fullbright, tccoord);
return lerp(solid, clouds, clouds.a);
}
#endif