mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-26 13:50:53 +00:00
12dd83c20f
Enable d3d11 renderer by default (in builds that already have a d3d9 renderer anyway). Fix d3d11 + multisample. fix some sdl issues. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4988 fc73d0e0-1445-4013-8a0c-d673dee63da5
80 lines
No EOL
2 KiB
HLSL
80 lines
No EOL
2 KiB
HLSL
struct a2v
|
|
{
|
|
float4 pos: POSITION;
|
|
float2 tc: TEXCOORD0;
|
|
float2 lmtc: TEXCOORD0;
|
|
float4 vcol: COLOR0;
|
|
};
|
|
struct v2f
|
|
{
|
|
float4 pos: SV_POSITION;
|
|
float2 tc: TEXCOORD0;
|
|
float2 lmtc: TEXCOORD1;
|
|
float4 vcol: COLOR0;
|
|
float3 vtexprojcoord: TEXCOORD2;
|
|
float3 vtexprojcoord: TEXCOORD2;
|
|
};
|
|
|
|
#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;
|
|
outp.lmtc = inp.lmtc;
|
|
outp.vcol = inp.vcol;
|
|
return outp;
|
|
}
|
|
#endif
|
|
|
|
#ifdef FRAGMENT_SHADER
|
|
Texture2D shaderTexture[7];
|
|
SamplerState SampleType[7];
|
|
|
|
float4 main (v2f inp) : SV_TARGET
|
|
{
|
|
float4 result;
|
|
|
|
float4 base = shaderTexture[0].Sample(SampleType[0], inp.tc);
|
|
#ifdef BUMP
|
|
float4 bump = shaderTexture[1].Sample(SampleType[1], inp.tc);
|
|
#else
|
|
float4 bump = float4(0, 0, 1, 0);
|
|
#endif
|
|
float4 spec = shaderTexture[2].Sample(SampleType[2], inp.tc);
|
|
#ifdef CUBE
|
|
float4 cubemap = shaderTexture[3].Sample(SampleType[3], inp.vtexprojcoord);
|
|
#endif
|
|
//shadowmap 2d
|
|
#ifdef LOWER
|
|
float4 lower = shaderTexture[5].Sample(SampleType[5], inp.tc);
|
|
base += lower;
|
|
#endif
|
|
#ifdef UPPER
|
|
float4 upper = shaderTexture[6].Sample(SampleType[6], inp.tc);
|
|
base += upper;
|
|
#endif
|
|
|
|
float lightscale = max(1.0 - (dot(inp.lightvector,inp.lightvector)/(l_lightradius*l_lightradius)), 0.0);
|
|
float3 nl = normalize(inp.lightvector);
|
|
float bumpscale = max(dot(bump.xyz, nl), 0.0);
|
|
float3 halfdir = normalize(normalize(eyevector) + nl);
|
|
float specscale = pow(max(dot(halfdir, bumps), 0.0), 32.0 * spec.a);
|
|
|
|
result.a = base.a;
|
|
result.rgb = base.rgb * (l_lightcolourscale.x + l_lightcolourscale.y * bumpscale); //amient light + diffuse
|
|
result.rgb += spec.rgb * l_lightcolourscale.z * specscale; //specular
|
|
|
|
result.rgb *= lightscale; //fade light by distance
|
|
|
|
#ifdef CUBE
|
|
result.rgb *= cubemap.rgb; //fade by cubemap
|
|
#endif
|
|
|
|
return result;
|
|
}
|
|
#endif |