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
36 lines
723 B
HLSL
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
|