fteqw/engine/shaders/hlsl11/defaultwall.hlsl
Spoike d078c85627 fix an issue with bloom by making sure a cvar is created for glsl to use (even if not directly used by the engine). this ensures there's no weirdness with defaults.
some fixes/tweaks for the nolegacy builds.
r_skybox works mid-map again.
tweak the qc debugger to not do infinite loops so easily...
rewrote chunks of the d3d11 renderer to support q3 shaders a little more correctly. now runs quake3 acceptably.
add explicit culldistance option for terrain/.map maps. pvs will effectively cut off anything beyond this distance.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4982 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-09-06 03:30:28 +00:00

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HLSL

struct a2v
{
float4 pos: POSITION;
float2 tc: TEXCOORD0;
float2 lmtc: TEXCOORD1;
};
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;
outp.lmtc = inp.lmtc;
return outp;
}
#endif
#ifdef FRAGMENT_SHADER
Texture2D t_lightmap : register(t2);
SamplerState s_lightmap : register(s2);
Texture2D t_diffuse : register(t0);
SamplerState s_diffuse : register(s0);
Texture2D t_fullbright : register(t1);
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).rgb * 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