bed989f529
automatic lightmap texture scaling to retain more performance on large maps. r_clutter preliminary implementation should probably fix up the shader still. CSQC_Parse_Damage implemented. finally implement q2 inventory. fix mixer overflow crash. glsl can now use s_diffuse etc to force inclusion of a diffuse sampler/texture, meaning shaders don't need to include them. fix issue with writeip git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4841 fc73d0e0-1445-4013-8a0c-d673dee63da5
61 lines
No EOL
1.3 KiB
HLSL
61 lines
No EOL
1.3 KiB
HLSL
!!permu BUMP
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!!permu SPECULAR
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!!permu OFFSETMAPPING
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!!permu SKELETAL
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!!permu FOG
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// texture units:
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// s0=diffuse, s1=normal, s2=specular, s3=shadowmap
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// custom modifiers:
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// PCF(shadowmap)
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// CUBE(projected cubemap)
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struct a2v
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{
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float4 pos: POSITION;
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float3 tc: TEXCOORD0;
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float3 n: NORMAL0;
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float3 s: TANGENT0;
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float3 t: BINORMAL0;
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};
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struct v2f
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{
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#ifndef FRAGMENT_SHADER
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float4 pos: POSITION;
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#endif
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float3 tc: TEXCOORD0;
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float3 lpos: TEXCOORD1;
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};
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#ifdef VERTEX_SHADER
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float4x4 m_modelviewprojection;
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float3 l_lightposition;
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v2f main (a2v inp)
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{
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v2f outp;
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outp.pos = mul(m_modelviewprojection, inp.pos);
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outp.tc = inp.tc;
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float3 lightminusvertex = l_lightposition - inp.pos.xyz;
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outp.lpos.x = dot(lightminusvertex, inp.s.xyz);
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outp.lpos.y = dot(lightminusvertex, inp.t.xyz);
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outp.lpos.z = dot(lightminusvertex, inp.n.xyz);
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return outp;
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}
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#endif
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#ifdef FRAGMENT_SHADER
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sampler s_diffuse;
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float l_lightradius;
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float3 l_lightcolour;
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float4 main (v2f inp) : COLOR0
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{
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float3 col = l_lightcolour;
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col *= max(1.0 - dot(inp.lpos, inp.lpos)/(l_lightradius*l_lightradius), 0.0);
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float3 diff = tex2D(s_diffuse, inp.tc);
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return float4(diff * col, 1);
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}
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#endif |