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fteqw/engine/shaders/hlsl11/defaultskin.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

77 lines
1.7 KiB
HLSL

!!samps diffuse upper lower fullbright
struct a2v
{
float4 pos: POSITION;
float2 tc: TEXCOORD0;
float3 normal: NORMAL;
};
struct v2f
{
float4 pos: SV_POSITION;
float2 tc: TEXCOORD0;
float3 light: TEXCOORD1;
};
#include <ftedefs.h>
#ifdef VERTEX_SHADER
//attribute vec2 v_texcoord;
//uniform vec3 e_light_dir;
//uniform vec3 e_light_mul;
//uniform vec3 e_light_ambient;
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.light = e_light_ambient + (dot(inp.normal,e_light_dir)*e_light_mul);
outp.tc = inp.tc.xy;
return outp;
}
#endif
#ifdef FRAGMENT_SHADER
Texture2D t_diffuse : register(t0);
#ifdef UPPER
Texture2D t_upper : register(t1);
Texture2D t_lower : register(t2);
Texture2D t_fullbright : register(t3);
#else
Texture2D t_fullbright : register(t1);
#endif
SamplerState SampleType;
//uniform vec4 e_colourident;
float4 main (v2f inp) : SV_TARGET
{
float4 col;
col = t_diffuse.Sample(SampleType, inp.tc);
#ifdef MASK
#ifndef MASKOP
#define MASKOP >= //drawn if (alpha OP ref) is true.
#endif
//support for alpha masking
if (!(col.a MASKOP MASK))
discard;
#endif
#ifdef UPPER
float4 uc = t_upper.Sample(SampleType, inp.tc);
col.rgb = lerp(col.rgb, uc.rgb*e_uppercolour, uc.a);
#endif
#ifdef LOWER
float4 lc = t_lower.Sample(SampleType, inp.tc);
col.rgb = lerp(col.rgb, lc.rgb*e_lowercolour, lc.a);
#endif
col.rgb *= inp.light;
//#ifdef FULLBRIGHT
float4 fb = t_fullbright.Sample(SampleType, inp.tc);
col.rgb = lerp(col.rgb, fb.rgb, fb.a);
//#endif
return col;
// return fog4(col * e_colourident);
}
#endif