fteqw/engine/shaders/hlsl9/defaultskin.hlsl

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!!permu FRAMEBLEND
!!permu UPPERLOWER
struct a2v
{
float3 pos: POSITION0;
#ifdef FRAMEBLEND
float3 pos2: POSITION1;
#endif
float2 tc: TEXCOORD0;
float3 normal: NORMAL;
};
struct v2f
{
#ifndef FRAGMENT_SHADER
float4 pos: POSITION;
#endif
float2 tc: TEXCOORD0;
float3 light: TEXCOORD1;
};
//#include <ftedefs.h>
#ifdef VERTEX_SHADER
float3 e_light_dir;
float3 e_light_mul;
float3 e_light_ambient;
float2 e_vblend;
float4x4 m_model;
float4x4 m_view;
float4x4 m_projection;
v2f main (a2v inp)
{
v2f outp;
float4 pos;
#ifdef FRAMEBLEND
pos = float4(e_vblend.x*inp.pos + e_vblend.y*inp.pos2, 1);
#else
pos = float4(inp.pos, 1);
#endif
outp.pos = mul(m_model, pos);
outp.pos = mul(m_view, outp.pos);
outp.pos = mul(m_projection, outp.pos);
float d = dot(inp.normal, e_light_dir);
outp.light = e_light_ambient + (d * e_light_mul);
outp.tc = inp.tc.xy;
return outp;
}
#endif
#ifdef FRAGMENT_SHADER
float4 e_colourident;
float3 e_uppercolour;
float3 e_lowercolour;
sampler s_diffuse; /*diffuse*/
sampler s_upper; /*upper*/
sampler s_lower; /*lower*/
sampler s_fullbright; /*fullbright*/
float4 main (v2f inp) : SV_TARGET
{
float4 col;
col = tex2D(s_diffuse, inp.tc);
#ifdef UPPER
float4 uc = tex2D(s_upper, inp.tc);
col.rgb += uc.rgb*e_uppercolour * uc.a;
#endif
#ifdef LOWER
float4 lc = tex2D(s_lower, inp.tc);
col.rgb += lc.rgb*e_lowercolour * lc.a;
#endif
col.rgb *= inp.light;
#ifdef FULLBRIGHT
float4 fb = tex2D(s_fullbright, inp.tc);
col.rgb = mix(col.rgb, fb.rgb, fb.a);
#endif
return col * e_colourident;
// return fog4(col * e_colourident);
}
#endif