fteqw/engine/shaders/hlsl11/defaultskybox.hlsl

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!!samps reflectcube
//regular sky shader for scrolling q1 skies
//the sky surfaces are thrown through this as-is.
struct a2v
{
float4 pos: POSITION;
};
struct v2f
{
float4 pos: SV_POSITION;
float3 texc: TEXCOORD0;
};
#include <ftedefs.h>
#ifdef VERTEX_SHADER
v2f main (a2v inp)
{
v2f outp;
outp.pos = mul(m_model, inp.pos);
outp.texc= outp.pos.xyz - v_eyepos;
outp.texc.y = -outp.texc.y;
outp.pos = mul(m_view, outp.pos);
outp.pos = mul(m_projection, outp.pos);
return outp;
}
#endif
#ifdef FRAGMENT_SHADER
TextureCube t_reflectcube : register(t0);
SamplerState s_reflectcube : register(s0);
float4 main (v2f inp) : SV_TARGET
{
return t_reflectcube.Sample(s_reflectcube, inp.texc);
}
#endif