5ded3710b4
try to use microsoft's poor-man's eax stuff with directsound. snd_eax is disabled by default still thankfully. some hlmdl fixes git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5029 fc73d0e0-1445-4013-8a0c-d673dee63da5
78 lines
1.7 KiB
HLSL
78 lines
1.7 KiB
HLSL
!!permu UPPERLOWER
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!!samps diffuse upper lower fullbright
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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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float3 normal: NORMAL;
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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 light: TEXCOORD1;
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};
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#include <ftedefs.h>
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#ifdef VERTEX_SHADER
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//attribute vec2 v_texcoord;
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//uniform vec3 e_light_dir;
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//uniform vec3 e_light_mul;
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//uniform vec3 e_light_ambient;
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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.pos = mul(m_view, outp.pos);
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outp.pos = mul(m_projection, outp.pos);
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outp.light = e_light_ambient + (dot(inp.normal,e_light_dir)*e_light_mul);
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outp.tc = inp.tc.xy;
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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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#ifdef UPPER
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Texture2D t_upper : register(t1);
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Texture2D t_lower : register(t2);
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Texture2D t_fullbright : register(t3);
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#else
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Texture2D t_fullbright : register(t1);
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#endif
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SamplerState SampleType;
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//uniform vec4 e_colourident;
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float4 main (v2f inp) : SV_TARGET
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{
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float4 col;
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col = t_diffuse.Sample(SampleType, inp.tc);
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#ifdef MASK
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#ifndef MASKOP
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#define MASKOP >= //drawn if (alpha OP ref) is true.
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#endif
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//support for alpha masking
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if (!(col.a MASKOP MASK))
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discard;
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#endif
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#ifdef UPPER
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float4 uc = t_upper.Sample(SampleType, inp.tc);
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col.rgb += uc.rgb*e_uppercolour.rgb*uc.a;
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#endif
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#ifdef LOWER
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float4 lc = t_lower.Sample(SampleType, inp.tc);
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col.rgb += lc.rgb*e_lowercolour.rgb*lc.a;
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#endif
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col.rgb *= inp.light;
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//#ifdef FULLBRIGHT
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float4 fb = t_fullbright.Sample(SampleType, inp.tc);
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col.rgb = lerp(col.rgb, fb.rgb, fb.a);
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//#endif
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return col;
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// return fog4(col * e_colourident);
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}
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#endif
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