mirror of
https://github.com/nzp-team/fteqw.git
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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
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{
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float4 pos: POSITION;
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float2 tc: TEXCOORD0;
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float2 lmtc: TEXCOORD0;
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float4 vcol: COLOR0;
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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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float2 lmtc: TEXCOORD1;
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float4 vcol: COLOR0;
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float3 vtexprojcoord: TEXCOORD2;
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float3 vtexprojcoord: TEXCOORD2;
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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.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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outp.lmtc = inp.lmtc;
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outp.vcol = inp.vcol;
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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 shaderTexture[7];
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SamplerState SampleType[7];
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float4 main (v2f inp) : SV_TARGET
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{
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float4 result;
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float4 base = shaderTexture[0].Sample(SampleType[0], inp.tc);
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#ifdef BUMP
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float4 bump = shaderTexture[1].Sample(SampleType[1], inp.tc);
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#else
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float4 bump = float4(0, 0, 1, 0);
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#endif
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float4 spec = shaderTexture[2].Sample(SampleType[2], inp.tc);
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#ifdef CUBE
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float4 cubemap = shaderTexture[3].Sample(SampleType[3], inp.vtexprojcoord);
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#endif
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//shadowmap 2d
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#ifdef LOWER
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float4 lower = shaderTexture[5].Sample(SampleType[5], inp.tc);
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base += lower;
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#endif
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#ifdef UPPER
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float4 upper = shaderTexture[6].Sample(SampleType[6], inp.tc);
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base += upper;
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#endif
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float lightscale = max(1.0 - (dot(inp.lightvector,inp.lightvector)/(l_lightradius*l_lightradius)), 0.0);
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float3 nl = normalize(inp.lightvector);
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float bumpscale = max(dot(bump.xyz, nl), 0.0);
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float3 halfdir = normalize(normalize(eyevector) + nl);
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float specscale = pow(max(dot(halfdir, bumps), 0.0), 32.0 * spec.a);
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result.a = base.a;
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result.rgb = base.rgb * (l_lightcolourscale.x + l_lightcolourscale.y * bumpscale); //amient light + diffuse
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result.rgb += spec.rgb * l_lightcolourscale.z * specscale; //specular
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result.rgb *= lightscale; //fade light by distance
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#ifdef CUBE
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result.rgb *= cubemap.rgb; //fade by cubemap
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#endif
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return result;
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}
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#endif |