062cdf6b21
Q3TA: Fixed script parsing, so the menus are not so broken. Q3TA: added the UI_CIN_* and CG_CIN_* builtins for 2d cinematic playbacks. Q3TA: backspace should work for gamecode text entry now. Q3TA: map_restart now directly restarts without needing loading screens. Fixed multiple envmap generation bugs. Fixed envmaps getting flushed with r_keepimages 0. Console image previews can now display cubemaps (although their orientation is probably a little off). Made a 'remapshader' csqc builtin. Depending on the r_remapshader console command was stupid. Fixed packet command to create a udp socket, if needed. sv_public can now be set to a non-numeric name for custom names (instead of needing to poke sv_port too). Support extended data on the end of miptex entries in bsps. Requires a qbsp (like vanilla) that doesn't rewrite the miptex entries. Updated imgtool to generate/read our new extended miptex data. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5644 fc73d0e0-1445-4013-8a0c-d673dee63da5
38 lines
732 B
HLSL
38 lines
732 B
HLSL
!!samps reflectcube
|
|
|
|
//regular sky shader for scrolling q1 skies
|
|
//the sky surfaces are thrown through this as-is.
|
|
|
|
struct a2v
|
|
{
|
|
float4 pos: POSITION;
|
|
};
|
|
struct v2f
|
|
{
|
|
float4 pos: SV_POSITION;
|
|
float3 texc: TEXCOORD0;
|
|
};
|
|
|
|
#include <ftedefs.h>
|
|
|
|
#ifdef VERTEX_SHADER
|
|
v2f main (a2v inp)
|
|
{
|
|
v2f outp;
|
|
outp.pos = mul(m_model, inp.pos);
|
|
outp.texc= outp.pos.xyz - v_eyepos;
|
|
outp.pos = mul(m_view, outp.pos);
|
|
outp.pos = mul(m_projection, outp.pos);
|
|
return outp;
|
|
}
|
|
#endif
|
|
|
|
#ifdef FRAGMENT_SHADER
|
|
TextureCube t_reflectcube : register(t0);
|
|
SamplerState s_reflectcube : register(s0);
|
|
|
|
float4 main (v2f inp) : SV_TARGET
|
|
{
|
|
return t_reflectcube.Sample(s_reflectcube, inp.texc);
|
|
}
|
|
#endif
|