mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-14 08:21:05 +00:00
2afefb77ca
$diffuse can now sample animmaps correctly (although this only makes sense when using glsl or replacement shaders (read: rtlights)). $fullbright now defaults according to the animmap too. added reflectcube and reflectmask (the latter defaults according to map/animmap, the former needs to be explicitly stated). fix d3d9+d3d11 renderers a little. needs much more work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4868 fc73d0e0-1445-4013-8a0c-d673dee63da5
49 lines
No EOL
1.1 KiB
HLSL
49 lines
No EOL
1.1 KiB
HLSL
//regular sky shader for scrolling q1 skies
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//the sky surfaces are thrown through this as-is.
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struct a2v
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{
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float4 pos: POSITION;
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float2 tc: TEXCOORD0;
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};
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struct v2f
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{
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float4 pos: SV_POSITION;
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float2 tc: TEXCOORD0;
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float3 mpos: TEXCOORD1;
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};
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#include <ftedefs.h>
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#ifdef VERTEX_SHADER
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v2f main (a2v inp)
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{
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v2f outp;
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outp.pos = mul(m_model, inp.pos);
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outp.mpos = outp.pos.xyz;
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outp.pos = mul(m_view, outp.pos);
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outp.pos = mul(m_projection, outp.pos);
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outp.tc = inp.tc;
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return outp;
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}
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#endif
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#ifdef FRAGMENT_SHADER
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Texture2D t_diffuse : register(t0);
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Texture2D t_fullbright : register(t1);
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SamplerState s_diffuse : register(s0);
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SamplerState s_fullbright : register(s1);
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float4 main (v2f inp) : SV_TARGET
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{
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float2 tccoord;
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float3 dir = inp.mpos - v_eyepos;
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dir.z *= 3.0;
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dir.xy /= 0.5*length(dir);
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tccoord = (dir.xy + e_time*0.03125);
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float4 solid = t_diffuse.Sample(s_diffuse, tccoord);
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tccoord = (dir.xy + e_time*0.0625);
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float4 clouds = t_fullbright.Sample(s_fullbright, tccoord);
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return lerp(solid, clouds, clouds.a);
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}
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#endif |