fteqw/engine/shaders/hlsl11/fixedemu.hlsl

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!!samps 1
struct a2v
{
float4 pos: POSITION;
float2 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;
outp.vcol = inp.vcol;
return outp;
}
#endif
#ifdef FRAGMENT_SHADER
Texture2D t_t0 : register(t0);
SamplerState s_t0 : register(s0);
float4 main (v2f inp) : SV_TARGET
{
float4 tc = t_t0.Sample(s_t0, inp.tc).rgba;
tc.rgba *= inp.vcol.bgra;
#ifdef ALPHATEST
if (!(tc.a ALPHATEST))
discard;
#endif
return tc;
}
#endif