fteqw/engine/shaders/hlsl11/defaultsprite.hlsl

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!!samps diffuse
struct a2v
{
float4 pos: POSITION;
float2 tc: TEXCOORD0;
float4 vcol: COLOR0;
};
struct v2f
{
float4 pos: SV_POSITION;
float2 tc: TEXCOORD0;
float4 vcol: COLOR0;
};
#include <ftedefs.h>
#ifdef VERTEX_SHADER
v2f main (a2v inp)
{
v2f outp;
outp.pos = mul(m_model, inp.pos);
outp.pos = mul(m_view, outp.pos);
outp.pos = mul(m_projection, outp.pos);
outp.tc = inp.tc.xy;
outp.vcol = inp.vcol;
return outp;
}
#endif
#ifdef FRAGMENT_SHADER
Texture2D t_diffuse : register(t0);
SamplerState s_diffuse : register(s0);
float4 main (v2f inp) : SV_TARGET
{
float4 tex = t_diffuse.Sample(s_diffuse, inp.tc);
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
#ifdef MASK
if (tex.a < float(MASK))
discard;
#endif
//FIXME: no fog, no colourmod
return tex * inp.vcol;
}
#endif