2016-07-26 11:47:59 +00:00
|
|
|
!!samps diffuse fullbright
|
|
|
|
|
2012-11-27 03:23:19 +00:00
|
|
|
//regular sky shader for scrolling q1 skies
|
|
|
|
//the sky surfaces are thrown through this as-is.
|
|
|
|
|
|
|
|
struct a2v
|
|
|
|
{
|
|
|
|
float4 pos: POSITION;
|
|
|
|
float2 tc: TEXCOORD0;
|
|
|
|
};
|
|
|
|
struct v2f
|
|
|
|
{
|
|
|
|
float4 pos: SV_POSITION;
|
|
|
|
float2 tc: TEXCOORD0;
|
|
|
|
float3 mpos: TEXCOORD1;
|
|
|
|
};
|
|
|
|
|
|
|
|
#include <ftedefs.h>
|
|
|
|
|
|
|
|
#ifdef VERTEX_SHADER
|
|
|
|
v2f main (a2v inp)
|
|
|
|
{
|
|
|
|
v2f outp;
|
|
|
|
outp.pos = mul(m_model, inp.pos);
|
|
|
|
outp.mpos = outp.pos.xyz;
|
|
|
|
outp.pos = mul(m_view, outp.pos);
|
|
|
|
outp.pos = mul(m_projection, outp.pos);
|
|
|
|
outp.tc = inp.tc;
|
|
|
|
return outp;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#ifdef FRAGMENT_SHADER
|
2015-05-03 19:57:46 +00:00
|
|
|
Texture2D t_diffuse : register(t0);
|
|
|
|
Texture2D t_fullbright : register(t1);
|
|
|
|
SamplerState s_diffuse : register(s0);
|
|
|
|
SamplerState s_fullbright : register(s1);
|
2012-11-27 03:23:19 +00:00
|
|
|
|
|
|
|
float4 main (v2f inp) : SV_TARGET
|
|
|
|
{
|
|
|
|
float2 tccoord;
|
|
|
|
float3 dir = inp.mpos - v_eyepos;
|
|
|
|
dir.z *= 3.0;
|
|
|
|
dir.xy /= 0.5*length(dir);
|
|
|
|
tccoord = (dir.xy + e_time*0.03125);
|
2015-05-03 19:57:46 +00:00
|
|
|
float4 solid = t_diffuse.Sample(s_diffuse, tccoord);
|
2012-11-27 03:23:19 +00:00
|
|
|
tccoord = (dir.xy + e_time*0.0625);
|
2015-05-03 19:57:46 +00:00
|
|
|
float4 clouds = t_fullbright.Sample(s_fullbright, tccoord);
|
|
|
|
return lerp(solid, clouds, clouds.a);
|
2012-11-27 03:23:19 +00:00
|
|
|
}
|
|
|
|
#endif
|