fteqw/engine/shaders/hlsl9/defaultwarp.hlsl
Spoike bed989f529 q2w bsp format support.
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
2015-03-03 00:14:43 +00:00

36 lines
723 B
HLSL

!!cvarf r_wateralpha
struct a2v {
float4 pos: POSITION;
float2 tc: TEXCOORD0;
};
struct v2f {
#ifndef FRAGMENT_SHADER
float4 pos: POSITION;
#endif
float2 tc: TEXCOORD0;
};
#ifdef VERTEX_SHADER
float4x4 m_modelviewprojection;
v2f main (a2v inp)
{
v2f outp;
outp.pos = mul(m_modelviewprojection, inp.pos);
outp.tc = inp.tc;
return outp;
}
#endif
#ifdef FRAGMENT_SHADER
float cvar_r_wateralpha;
float e_time;
sampler s_diffuse;
float4 main (v2f inp) : COLOR0
{
float2 ntc;
ntc.x = inp.tc.x + sin(inp.tc.y+e_time)*0.125;
ntc.y = inp.tc.y + sin(inp.tc.x+e_time)*0.125;
float3 ts = tex2D(s_diffuse, ntc).xyz;
return float4(ts, cvar_r_wateralpha);
}
#endif