fteqw/engine/shaders/hlsl11/depthonly.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

40 lines
776 B
HLSL

//used for generating shadowmaps and stuff that draws nothing.
struct a2v
{
float4 pos: POSITION;
};
struct v2f
{
float3 col: TEXCOORD;
float4 pos: SV_POSITION;
};
#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.col = inp.pos.xyz - l_lightposition;
return outp;
}
#endif
#ifdef FRAGMENT_SHADER
#if LEVEL < 0x10000
//pre dx10 requires that we ALWAYS write to a target.
float4 main (v2f inp) : SV_TARGET
{
return float4(0, 0, 0, 1);
}
#else
//but on 10, it'll write depth automatically and we don't care about colour.
void main (v2f inp)
{
}
#endif
#endif