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
39 lines
No EOL
799 B
HLSL
39 lines
No EOL
799 B
HLSL
struct a2v
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{
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float4 pos: POSITION;
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float4 tc: TEXCOORD0;
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float3 norm: 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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float2 lmtc: TEXCOORD1;
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float4 col: TEXCOORD2;
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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.xy;
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outp.lmtc = inp.tc.zw;
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outp.col = ((inp.norm.z<0.73)?float4(0.5, 0.5, 0.5, 1):float4(0.25, 0.25, 0.5, 1));
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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_lightmap : register(t0);
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SamplerState s_lightmap : register(s0);
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float4 main (v2f inp) : SV_TARGET
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{
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return inp.col * t_lightmap.Sample(s_lightmap, inp.lmtc);
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}
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#endif |