mirror of
https://github.com/nzp-team/fteqw.git
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eccfe6b560
openal: doppler now applies to openal more consistently. vulkan: vk_loadglsl cvar enables vk_nv_glsl_shader, with support for existing glsl shaders (still no permutations for now). needs !!samps stuff. vulkan: r_renderscale now partly works. r_fxaa also works under specific circumstances. needs more work. still no bloom or projections stuff. menu_download: got a few tweaks to improve it, including zips. I still want to handle engine updates with this stuff, but that can wait for later. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5008 fc73d0e0-1445-4013-8a0c-d673dee63da5
50 lines
No EOL
1.1 KiB
HLSL
50 lines
No EOL
1.1 KiB
HLSL
!!samps diffuse fullbright lightmap
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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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float2 lmtc: TEXCOORD1;
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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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};
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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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return outp;
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}
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#endif
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#ifdef FRAGMENT_SHADER
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Texture2D t_lightmap : register(t2);
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SamplerState s_lightmap : register(s2);
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Texture2D t_diffuse : register(t0);
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SamplerState s_diffuse : register(s0);
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Texture2D t_fullbright : register(t1);
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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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float4 result;
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result = t_diffuse.Sample(s_diffuse, inp.tc);
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result.rgb *= t_lightmap.Sample(s_lightmap, inp.lmtc).rgb * e_lmscale[0].rgb;
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float4 fb = t_fullbright.Sample(s_fullbright, inp.tc);
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result.rgb += fb.rgb * fb.a;//lerp(result.rgb, fb.rgb, fb.a);
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return result;
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}
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#endif |