fteqw/engine/shaders/hlsl11/defaultskybox.hlsl
Spoike 062cdf6b21 Q3TA: Added snd_ignorecueloops cvar to ignore auto-looping sounds.
Q3TA: Fixed script parsing, so the menus are not so broken.
Q3TA: added the UI_CIN_* and CG_CIN_* builtins for 2d cinematic playbacks.
Q3TA: backspace should work for gamecode text entry now.
Q3TA: map_restart now directly restarts without needing loading screens.
Fixed multiple envmap generation bugs.
Fixed envmaps getting flushed with r_keepimages 0.
Console image previews can now display cubemaps (although their orientation is probably a little off).
Made a 'remapshader' csqc builtin. Depending on the r_remapshader console command was stupid.
Fixed packet command to create a udp socket, if needed.
sv_public can now be set to a non-numeric name for custom names (instead of needing to poke sv_port too).
Support extended data on the end of miptex entries in bsps. Requires a qbsp (like vanilla) that doesn't rewrite the miptex entries.
Updated imgtool to generate/read our new extended miptex data.



git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5644 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-03-07 09:00:40 +00:00

38 lines
732 B
HLSL

!!samps reflectcube
//regular sky shader for scrolling q1 skies
//the sky surfaces are thrown through this as-is.
struct a2v
{
float4 pos: POSITION;
};
struct v2f
{
float4 pos: SV_POSITION;
float3 texc: TEXCOORD0;
};
#include <ftedefs.h>
#ifdef VERTEX_SHADER
v2f main (a2v inp)
{
v2f outp;
outp.pos = mul(m_model, inp.pos);
outp.texc= outp.pos.xyz - v_eyepos;
outp.pos = mul(m_view, outp.pos);
outp.pos = mul(m_projection, outp.pos);
return outp;
}
#endif
#ifdef FRAGMENT_SHADER
TextureCube t_reflectcube : register(t0);
SamplerState s_reflectcube : register(s0);
float4 main (v2f inp) : SV_TARGET
{
return t_reflectcube.Sample(s_reflectcube, inp.texc);
}
#endif