mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-14 16:31:38 +00:00
5b4756f3d9
Fixed some xim issues, for proper keyboard input under x11. Cmake project can now work for cross compiling win32 targets. Some other fun-but-pointless stuff. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5344 fc73d0e0-1445-4013-8a0c-d673dee63da5
82 lines
1.7 KiB
HLSL
82 lines
1.7 KiB
HLSL
!!permu FRAMEBLEND
|
|
!!permu UPPERLOWER
|
|
//!!permu FULLBRIGHT
|
|
!!samps diffuse upper lower
|
|
// fullbright
|
|
|
|
struct a2v
|
|
{
|
|
float3 pos: POSITION0;
|
|
#ifdef FRAMEBLEND
|
|
float3 pos2: POSITION1;
|
|
#endif
|
|
float2 tc: TEXCOORD0;
|
|
float3 normal: NORMAL;
|
|
};
|
|
struct v2f
|
|
{
|
|
#ifndef FRAGMENT_SHADER
|
|
float4 pos: POSITION;
|
|
#endif
|
|
float2 tc: TEXCOORD0;
|
|
float3 light: TEXCOORD1;
|
|
};
|
|
|
|
//#include <ftedefs.h>
|
|
|
|
#ifdef VERTEX_SHADER
|
|
float3 e_light_dir;
|
|
float3 e_light_mul;
|
|
float3 e_light_ambient;
|
|
float2 e_vblend;
|
|
float4x4 m_model;
|
|
float4x4 m_view;
|
|
float4x4 m_projection;
|
|
v2f main (a2v inp)
|
|
{
|
|
v2f outp;
|
|
float4 pos;
|
|
#ifdef FRAMEBLEND
|
|
pos = float4(e_vblend.x*inp.pos + e_vblend.y*inp.pos2, 1);
|
|
#else
|
|
pos = float4(inp.pos, 1);
|
|
#endif
|
|
outp.pos = mul(m_model, pos);
|
|
outp.pos = mul(m_view, outp.pos);
|
|
outp.pos = mul(m_projection, outp.pos);
|
|
|
|
float d = dot(inp.normal, e_light_dir);
|
|
outp.light = e_light_ambient + (d * e_light_mul);
|
|
outp.tc = inp.tc.xy;
|
|
return outp;
|
|
}
|
|
#endif
|
|
#ifdef FRAGMENT_SHADER
|
|
float4 e_colourident;
|
|
float3 e_uppercolour;
|
|
float3 e_lowercolour;
|
|
sampler s_diffuse; /*diffuse*/
|
|
sampler s_upper; /*upper*/
|
|
sampler s_lower; /*lower*/
|
|
sampler s_fullbright; /*fullbright*/
|
|
float4 main (v2f inp) : SV_TARGET
|
|
{
|
|
float4 col;
|
|
col = tex2D(s_diffuse, inp.tc);
|
|
#ifdef UPPER
|
|
float4 uc = tex2D(s_upper, inp.tc);
|
|
col.rgb += uc.rgb*e_uppercolour * uc.a;
|
|
#endif
|
|
#ifdef LOWER
|
|
float4 lc = tex2D(s_lower, inp.tc);
|
|
col.rgb += lc.rgb*e_lowercolour * lc.a;
|
|
#endif
|
|
col.rgb *= inp.light;
|
|
#ifdef FULLBRIGHT
|
|
float4 fb = tex2D(s_fullbright, inp.tc);
|
|
col.rgb = lerp(col.rgb, fb.rgb, fb.a);
|
|
#endif
|
|
return col * e_colourident;
|
|
// return fog4(col * e_colourident);
|
|
}
|
|
#endif
|