fteqw/engine/shaders/hlsl11/drawflat_wall.hlsl
Spoike 2afefb77ca reworked the shader system slightly.
$diffuse can now sample animmaps correctly (although this only makes sense when using glsl or replacement shaders (read: rtlights)).
$fullbright now defaults according to the animmap too.
added reflectcube and reflectmask (the latter defaults according to map/animmap, the former needs to be explicitly stated).
fix d3d9+d3d11 renderers a little. needs much more work.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4868 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-05-03 19:57:46 +00:00

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HLSL

struct a2v
{
float4 pos: POSITION;
float4 tc: TEXCOORD0;
float3 norm: NORMAL;
};
struct v2f
{
float4 pos: SV_POSITION;
float2 tc: TEXCOORD0;
float2 lmtc: TEXCOORD1;
float4 col: TEXCOORD2;
};
#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.xy;
outp.lmtc = inp.tc.zw;
outp.col = ((inp.norm.z<0.73)?float4(0.5, 0.5, 0.5, 1):float4(0.25, 0.25, 0.5, 1));
return outp;
}
#endif
#ifdef FRAGMENT_SHADER
Texture2D t_lightmap : register(t0);
SamplerState s_lightmap : register(s0);
float4 main (v2f inp) : SV_TARGET
{
return inp.col * t_lightmap.Sample(s_lightmap, inp.lmtc);
}
#endif