mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-12-02 16:41:56 +00:00
41 lines
772 B
HLSL
41 lines
772 B
HLSL
|
!!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;
|
||
|
// sampler s_t0;
|
||
|
Texture2D shaderTexture;
|
||
|
SamplerState SampleType;
|
||
|
float4 main (v2f inp) : SV_TARGET
|
||
|
{
|
||
|
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;
|
||
|
return shaderTexture.Sample(SampleType, ntc);
|
||
|
}
|
||
|
#endif
|