fteqw/engine/shaders/hlsl9/defaultskin.hlsl
Spoike 27a59a0cbc LOTS OF CHANGES. was hoping to get revision 5000 perfect, but really that's never going to happen. this has gone on for too long now.
vulkan, wasapi, quake injector features added.
irc, avplug, cef plugins/drivers reworked/updated/added
openal reverb, doppler effects added.
'dir' console command now attempts to view clicked files.
lots of warning fixes, should now only be deprecation warnings for most targets (depending on compiler version anyway...).
SendEntity finally reworked to use flags properly.
effectinfo improved, other smc-targetted fixes.
mapcluster stuff now has support for linux.
.basebone+.baseframe now exist in ssqc.
qcc: -Fqccx supports qccx syntax, including qccx hacks. don't expect these to work in fteqw nor dp though.
qcc: rewrote function call handling to use refs rather than defs. this makes struct passing more efficient and makes the __out keyword usable with fields etc.
qccgui: can cope a little better with non-unicode files. can now represent most quake chars.
qcc: suppressed warnings from *extensions.qc

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5000 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-07-12 00:40:13 +00:00

78 lines
1.6 KiB
HLSL

!!permu FRAMEBLEND
!!permu UPPERLOWER
struct a2v
{
float3 pos: POSITION0;
#ifdef FRAMEBLEND
float3 pos2: POSITION1;
#endif
float2 tc: TEXCOORD0;
float3 normal: NORMAL;
};
struct v2f
{
#ifndef FRAGMENT_SHADER
float4 pos: POSITION;
#endif
float2 tc: TEXCOORD0;
float3 light: TEXCOORD1;
};
//#include <ftedefs.h>
#ifdef VERTEX_SHADER
float3 e_light_dir;
float3 e_light_mul;
float3 e_light_ambient;
float2 e_vblend;
float4x4 m_model;
float4x4 m_view;
float4x4 m_projection;
v2f main (a2v inp)
{
v2f outp;
float4 pos;
#ifdef FRAMEBLEND
pos = float4(e_vblend.x*inp.pos + e_vblend.y*inp.pos2, 1);
#else
pos = float4(inp.pos, 1);
#endif
outp.pos = mul(m_model, pos);
outp.pos = mul(m_view, outp.pos);
outp.pos = mul(m_projection, outp.pos);
float d = dot(inp.normal, e_light_dir);
outp.light = e_light_ambient + (d * e_light_mul);
outp.tc = inp.tc.xy;
return outp;
}
#endif
#ifdef FRAGMENT_SHADER
float4 e_colourident;
float3 e_uppercolour;
float3 e_lowercolour;
sampler s_diffuse; /*diffuse*/
sampler s_upper; /*upper*/
sampler s_lower; /*lower*/
sampler s_fullbright; /*fullbright*/
float4 main (v2f inp) : SV_TARGET
{
float4 col;
col = tex2D(s_diffuse, inp.tc);
#ifdef UPPER
float4 uc = tex2D(s_upper, inp.tc);
col.rgb += uc.rgb*e_uppercolour * uc.a;
#endif
#ifdef LOWER
float4 lc = tex2D(s_lower, inp.tc);
col.rgb += lc.rgb*e_lowercolour * lc.a;
#endif
col.rgb *= inp.light;
#ifdef FULLBRIGHT
float4 fb = tex2D(s_fullbright, inp.tc);
col.rgb = mix(col.rgb, fb.rgb, fb.a);
#endif
return col * e_colourident;
// return fog4(col * e_colourident);
}
#endif