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fteqw/engine/shaders/hlsl11/defaultsprite.hlsl
Spoike 2afefb77ca reworked the shader system slightly.
$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
2015-05-03 19:57:46 +00:00

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HLSL

struct a2v
{
float4 pos: POSITION;
float4 tc: TEXCOORD0;
float4 vcol: COLOR0;
};
struct v2f
{
float4 pos: SV_POSITION;
float2 tc: TEXCOORD0;
float4 vcol: COLOR0;
};
#include <ftedefs.h>
#ifdef VERTEX_SHADER
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.tc = inp.tc.xy;
outp.vcol = inp.vcol;
return outp;
}
#endif
#ifdef FRAGMENT_SHADER
Texture2D t_diffuse : register(t0);
SamplerState s_diffuse : register(s0);
float4 main (v2f inp) : SV_TARGET
{
float4 tex = t_diffuse.Sample(s_diffuse, inp.tc);
#ifdef MASK
if (tex.a < float(MASK))
discard;
#endif
//FIXME: no fog, no colourmod
return tex * inp.vcol;
}
#endif