fteqw/engine/shaders/hlsl11/drawflat_wall.hlsl
Spoike 53a7b3d47c added support for external capture plugins - and using avcodec as a plugin.c.
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
2012-11-27 03:23:19 +00:00

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HLSL

struct a2v
{
float4 pos: POSITION;
float4 tc: TEXCOORD0;
float3 norm: NORMAL;
};
struct v2f
{
float4 pos: SV_POSITION;
float2 tc: TEXCOORD0;
float2 lmtc: TEXCOORD1;
float4 col: TEXCOORD2;
};
#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.xy;
outp.lmtc = inp.tc.zw;
outp.col = ((inp.norm.z<0.73)?float4(0.5, 0.5, 0.5, 1):float4(0.25, 0.25, 0.5, 1));
return outp;
}
#endif
#ifdef FRAGMENT_SHADER
Texture2D shaderTexture;
SamplerState SampleType;
float4 main (v2f inp) : SV_TARGET
{
return inp.col * shaderTexture.Sample(SampleType, inp.lmtc);
}
#endif