eccfe6b560
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
51 lines
No EOL
1.1 KiB
HLSL
51 lines
No EOL
1.1 KiB
HLSL
!!samps diffuse fullbright
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//regular sky shader for scrolling q1 skies
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//the sky surfaces are thrown through this as-is.
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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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float3 mpos: TEXCOORD1;
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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.mpos = outp.pos.xyz;
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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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Texture2D t_diffuse : register(t0);
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Texture2D t_fullbright : register(t1);
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SamplerState s_diffuse : register(s0);
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SamplerState s_fullbright : register(s1);
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float4 main (v2f inp) : SV_TARGET
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{
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float2 tccoord;
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float3 dir = inp.mpos - v_eyepos;
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dir.z *= 3.0;
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dir.xy /= 0.5*length(dir);
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tccoord = (dir.xy + e_time*0.03125);
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float4 solid = t_diffuse.Sample(s_diffuse, tccoord);
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tccoord = (dir.xy + e_time*0.0625);
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float4 clouds = t_fullbright.Sample(s_fullbright, tccoord);
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return lerp(solid, clouds, clouds.a);
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}
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#endif |