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https://github.com/nzp-team/fteqw.git
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062cdf6b21
Q3TA: Fixed script parsing, so the menus are not so broken. Q3TA: added the UI_CIN_* and CG_CIN_* builtins for 2d cinematic playbacks. Q3TA: backspace should work for gamecode text entry now. Q3TA: map_restart now directly restarts without needing loading screens. Fixed multiple envmap generation bugs. Fixed envmaps getting flushed with r_keepimages 0. Console image previews can now display cubemaps (although their orientation is probably a little off). Made a 'remapshader' csqc builtin. Depending on the r_remapshader console command was stupid. Fixed packet command to create a udp socket, if needed. sv_public can now be set to a non-numeric name for custom names (instead of needing to poke sv_port too). Support extended data on the end of miptex entries in bsps. Requires a qbsp (like vanilla) that doesn't rewrite the miptex entries. Updated imgtool to generate/read our new extended miptex data. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5644 fc73d0e0-1445-4013-8a0c-d673dee63da5
38 lines
732 B
HLSL
38 lines
732 B
HLSL
!!samps reflectcube
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//regular sky shader for scrolling q1 skies
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//the sky surfaces are thrown through this as-is.
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struct a2v
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{
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float4 pos: POSITION;
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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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float3 texc: TEXCOORD0;
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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.texc= outp.pos.xyz - v_eyepos;
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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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return outp;
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}
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#endif
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#ifdef FRAGMENT_SHADER
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TextureCube t_reflectcube : register(t0);
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SamplerState s_reflectcube : register(s0);
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float4 main (v2f inp) : SV_TARGET
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{
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return t_reflectcube.Sample(s_reflectcube, inp.texc);
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}
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#endif
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