53a7b3d47c
The ragdoll API is potentially usable now, but still really limited. Enabled SQL requests by default using sqlite. Note that you'll need the sqlite dll to use this. MySQL should still be usable, but I didn't try. MySQL requires -DUSE_MYSQL to compile it, and a dll and -mysql argument to enable it. Fixed nacl. NPFTE plugin now invokes an exe to run the game rather than running the game within the browser. externvalue builtin now accepts & prefix to return a pointer instead. Fixed vector autocvars. uri_get, bufstr_add, bufstr_free, now functional. QC debugger can now show asm if line numbers are not available. Added support for QC watchpoints. Use the watchpoint command. gl_specular now give specular even without rtlights, thankfully not as blatently, but its there. android will not crash due to supported audio formats, and gles2 can be selected via a cvar (requires full FTEDroidActivity/program restart). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4152 fc73d0e0-1445-4013-8a0c-d673dee63da5
47 lines
No EOL
1 KiB
HLSL
47 lines
No EOL
1 KiB
HLSL
//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
|
|
Texture2D shaderTexture[2];
|
|
SamplerState SampleType;
|
|
|
|
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);
|
|
float4 solid = shaderTexture[0].Sample(SampleType, tccoord);
|
|
tccoord = (dir.xy + e_time*0.0625);
|
|
float4 clouds = shaderTexture[1].Sample(SampleType, tccoord);
|
|
return (solid*(1.0-clouds.a)) + (clouds.a*clouds);
|
|
}
|
|
#endif |