fteqw/engine/shaders/hlsl11/defaultwall.hlsl
Spoike 2afefb77ca reworked the shader system slightly.
$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
2015-05-03 19:57:46 +00:00

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HLSL

struct a2v
{
float4 pos: POSITION;
float4 tc: TEXCOORD0;
};
struct v2f
{
float4 pos: SV_POSITION;
float2 tc: TEXCOORD0;
float2 lmtc: TEXCOORD1;
};
#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.xy;
outp.lmtc = inp.tc.zw;
return outp;
}
#endif
#ifdef FRAGMENT_SHADER
Texture2D t_lightmap : register(t2);
SamplerState s_lightmap : register(s2);
Texture2D t_diffuse : register(s0);
SamplerState s_diffuse : register(s0);
Texture2D t_fullbright : register(s1);
SamplerState s_fullbright : register(s1);
float4 main (v2f inp) : SV_TARGET
{
float4 result;
result = t_diffuse.Sample(s_diffuse, inp.tc);
result.rgb *= t_lightmap.Sample(s_lightmap, inp.lmtc).bgr * e_lmscale[0].rgb;
float4 fb = t_fullbright.Sample(s_fullbright, inp.tc);
result.rgb += fb.rgb * fb.a;//lerp(result.rgb, fb.rgb, fb.a);
return result;
}
#endif