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
51 lines
No EOL
966 B
HLSL
51 lines
No EOL
966 B
HLSL
struct a2v
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{
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float4 pos: POSITION;
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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 vpos: TEXCOORD0;
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};
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#ifdef VERTEX_SHADER
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float4x4 m_modelviewprojection;
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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.vpos = inp.pos;
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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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float e_time;
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float3 e_eyepos;
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float l_lightradius;
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float3 l_lightcolour;
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float3 l_lightposition;
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sampler s_diffuse; /*diffuse*/
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sampler s_fullbright; /*normal*/
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float4 main (v2f inp) : COLOR0
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{
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float2 tccoord;
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float3 dir = inp.vpos - e_eyepos;
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dir.z *= 3.0;
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dir.xy /= 0.5*length(dir);
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tccoord = (dir.xy + e_time*0.03125);
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float4 solid = tex2D(s_diffuse, tccoord);
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tccoord = (dir.xy + e_time*0.0625);
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float4 clouds = tex2D(s_fullbright, tccoord);
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return float4((solid.rgb*(1.0-clouds.a)) + (clouds.a*clouds.rgb), 1);
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}
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#endif |