fteqw/engine/shaders/hlsl11/drawflat_wall.hlsl

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!!samps lightmap
struct a2v
{
float4 pos: POSITION;
float2 tc: TEXCOORD0;
float2 lmtc: TEXCOORD1;
float3 norm: NORMAL;
};
struct v2f
{
float4 pos: SV_POSITION;
float2 tc: TEXCOORD0;
float2 lmtc: TEXCOORD1;
float4 col: TEXCOORD2;
};
#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;
outp.lmtc = inp.lmtc;
outp.col = ((inp.norm.z<0.73)?float4(0.5, 0.5, 0.5, 1):float4(0.25, 0.25, 0.5, 1));
return outp;
}
#endif
#ifdef FRAGMENT_SHADER
Texture2D t_lightmap : register(t0);
SamplerState s_lightmap : register(s0);
float4 main (v2f inp) : SV_TARGET
{
return inp.col * t_lightmap.Sample(s_lightmap, inp.lmtc);
}
#endif