2afefb77ca
$diffuse can now sample animmaps correctly (although this only makes sense when using glsl or replacement shaders (read: rtlights)). $fullbright now defaults according to the animmap too. added reflectcube and reflectmask (the latter defaults according to map/animmap, the former needs to be explicitly stated). fix d3d9+d3d11 renderers a little. needs much more work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4868 fc73d0e0-1445-4013-8a0c-d673dee63da5
40 lines
No EOL
744 B
HLSL
40 lines
No EOL
744 B
HLSL
!!cvarf r_wateralpha
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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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};
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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.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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// float cvar_r_wateralpha;
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// float e_time;
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SamplerState s_diffuse;
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Texture2D t_diffuse;
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float4 main (v2f inp) : SV_TARGET
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{
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float2 ntc;
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ntc.x = inp.tc.x + sin(inp.tc.y+e_time)*0.125;
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ntc.y = inp.tc.y + sin(inp.tc.x+e_time)*0.125;
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return t_diffuse.Sample(s_diffuse, ntc);
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}
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#endif |