mirror of
https://github.com/nzp-team/fteqw.git
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bed989f529
automatic lightmap texture scaling to retain more performance on large maps. r_clutter preliminary implementation should probably fix up the shader still. CSQC_Parse_Damage implemented. finally implement q2 inventory. fix mixer overflow crash. glsl can now use s_diffuse etc to force inclusion of a diffuse sampler/texture, meaning shaders don't need to include them. fix issue with writeip git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4841 fc73d0e0-1445-4013-8a0c-d673dee63da5
36 lines
723 B
HLSL
36 lines
723 B
HLSL
!!cvarf r_wateralpha
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struct a2v {
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float4 pos: POSITION;
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float2 tc: TEXCOORD0;
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};
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struct v2f {
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#ifndef FRAGMENT_SHADER
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float4 pos: POSITION;
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#endif
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float2 tc: TEXCOORD0;
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};
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#ifdef VERTEX_SHADER
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float4x4 m_modelviewprojection;
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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_modelviewprojection, inp.pos);
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outp.tc = inp.tc;
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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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float cvar_r_wateralpha;
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float e_time;
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sampler s_diffuse;
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float4 main (v2f inp) : COLOR0
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{
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float2 ntc;
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ntc.x = inp.tc.x + sin(inp.tc.y+e_time)*0.125;
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ntc.y = inp.tc.y + sin(inp.tc.x+e_time)*0.125;
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float3 ts = tex2D(s_diffuse, ntc).xyz;
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return float4(ts, cvar_r_wateralpha);
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}
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#endif
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