fteqw/engine/shaders/hlsl11/defaultwarp.hlsl

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!!samps diffuse
//!!cvarf r_wateralpha
struct a2v
{
float4 pos: POSITION;
float2 tc: TEXCOORD0;
};
struct v2f
{
float4 pos: SV_POSITION;
float2 tc: TEXCOORD0;
};
#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;
return outp;
}
#endif
#ifdef FRAGMENT_SHADER
// float cvar_r_wateralpha;
// float e_time;
SamplerState s_diffuse;
Texture2D t_diffuse;
float4 main (v2f inp) : SV_TARGET
{
float2 ntc;
float4 r;
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;
r = t_diffuse.Sample(s_diffuse, ntc);
#ifdef ALPHA
r.a = float(ALPHA);
#else
// r.a *= r_wateralpha;
#endif
return r;
}
#endif