1
0
Fork 0
forked from fte/fteqw
fteqw/engine/shaders/hlsl11/defaultskybox.hlsl
Spoike 0f7bbfcf0e Implement an area grid, primarily to avoid mods(read: xonotic) generating 2000 ents all sitting on the root area node.
Add separate cl_movement cvar to enable/disable reporting input sequences to DP servers (which use different pathways). Does not affect other protocols. This is separate from cl_nopred but will usually have the same result in the long run.
Fixed movevalues for DPP7 clients, if they try using prediction they should now (mostly) get the same values that DP normally uses for QW servers.
Reworked sky overrides somewhat. Now uses skyboxes where possible.
Fixed dpcompat_makeshitup a little, for better compat.
Fixed echo $foo$bar not exanding bar.
Try to fix the meanings of vid_hardwaregamma.
Fixes for builtins/features/etc that apparently only xonotic uses.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5143 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-08-29 02:29:06 +00:00

39 lines
763 B
HLSL

!!samps reflectcube
//regular sky shader for scrolling q1 skies
//the sky surfaces are thrown through this as-is.
struct a2v
{
float4 pos: POSITION;
};
struct v2f
{
float4 pos: SV_POSITION;
float3 texc: TEXCOORD0;
};
#include <ftedefs.h>
#ifdef VERTEX_SHADER
v2f main (a2v inp)
{
v2f outp;
outp.pos = mul(m_model, inp.pos);
outp.texc= outp.pos.xyz - v_eyepos;
outp.texc.y = -outp.texc.y;
outp.pos = mul(m_view, outp.pos);
outp.pos = mul(m_projection, outp.pos);
return outp;
}
#endif
#ifdef FRAGMENT_SHADER
TextureCube t_reflectcube : register(t0);
SamplerState s_reflectcube : register(s0);
float4 main (v2f inp) : SV_TARGET
{
return t_reflectcube.Sample(s_reflectcube, inp.texc);
}
#endif