fteqw/engine/shaders/hlsl9/defaultsky.hlsl
Spoike bed989f529 q2w bsp format support.
automatic lightmap texture scaling to retain more performance on large maps.
r_clutter preliminary implementation should probably fix up the shader still.
CSQC_Parse_Damage implemented.
finally implement q2 inventory.
fix mixer overflow crash.
glsl can now use s_diffuse etc to force inclusion of a diffuse sampler/texture, meaning shaders don't need to include them.
fix issue with writeip

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4841 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-03-03 00:14:43 +00:00

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HLSL

struct a2v
{
float4 pos: POSITION;
};
struct v2f
{
#ifndef FRAGMENT_SHADER
float4 pos: POSITION;
#endif
float3 vpos: TEXCOORD0;
};
#ifdef VERTEX_SHADER
float4x4 m_modelviewprojection;
v2f main (a2v inp)
{
v2f outp;
outp.pos = mul(m_modelviewprojection, inp.pos);
outp.vpos = inp.pos;
return outp;
}
#endif
#ifdef FRAGMENT_SHADER
float e_time;
float3 e_eyepos;
float l_lightradius;
float3 l_lightcolour;
float3 l_lightposition;
sampler s_diffuse; /*diffuse*/
sampler s_fullbright; /*normal*/
float4 main (v2f inp) : COLOR0
{
float2 tccoord;
float3 dir = inp.vpos - e_eyepos;
dir.z *= 3.0;
dir.xy /= 0.5*length(dir);
tccoord = (dir.xy + e_time*0.03125);
float4 solid = tex2D(s_diffuse, tccoord);
tccoord = (dir.xy + e_time*0.0625);
float4 clouds = tex2D(s_fullbright, tccoord);
return float4((solid.rgb*(1.0-clouds.a)) + (clouds.a*clouds.rgb), 1);
}
#endif