mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-23 04:11:53 +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
65 lines
1.3 KiB
HLSL
65 lines
1.3 KiB
HLSL
!!permu BUMP
|
|
!!permu SPECULAR
|
|
!!permu OFFSETMAPPING
|
|
!!permu SKELETAL
|
|
!!permu FOG
|
|
!!samps diffuse
|
|
|
|
// texture units:
|
|
// s0=diffuse, s1=normal, s2=specular, s3=shadowmap
|
|
// custom modifiers:
|
|
// PCF(shadowmap)
|
|
// CUBE(projected cubemap)
|
|
|
|
|
|
|
|
struct a2v
|
|
{
|
|
float4 pos: POSITION;
|
|
float3 tc: TEXCOORD0;
|
|
float3 n: NORMAL0;
|
|
float3 s: TANGENT0;
|
|
float3 t: BINORMAL0;
|
|
};
|
|
struct v2f
|
|
{
|
|
#ifndef FRAGMENT_SHADER
|
|
float4 pos: POSITION;
|
|
#endif
|
|
float3 tc: TEXCOORD0;
|
|
float3 lpos: TEXCOORD1;
|
|
};
|
|
|
|
#ifdef VERTEX_SHADER
|
|
float4x4 m_modelviewprojection;
|
|
float3 l_lightposition;
|
|
v2f main (a2v inp)
|
|
{
|
|
v2f outp;
|
|
outp.pos = mul(m_modelviewprojection, inp.pos);
|
|
outp.tc = inp.tc;
|
|
|
|
float3 lightminusvertex = l_lightposition - inp.pos.xyz;
|
|
outp.lpos.x = dot(lightminusvertex, inp.s.xyz);
|
|
outp.lpos.y = dot(lightminusvertex, inp.t.xyz);
|
|
outp.lpos.z = dot(lightminusvertex, inp.n.xyz);
|
|
return outp;
|
|
}
|
|
#endif
|
|
|
|
#ifdef FRAGMENT_SHADER
|
|
sampler s_diffuse;
|
|
float l_lightradius;
|
|
float3 l_lightcolour;
|
|
float4 main (v2f inp) : COLOR0
|
|
{
|
|
float3 col = l_lightcolour;
|
|
col *= max(1.0 - dot(inp.lpos, inp.lpos)/(l_lightradius*l_lightradius), 0.0);
|
|
#ifdef FLAT
|
|
float3 diff = FLAT;
|
|
#else
|
|
float3 diff = tex2D(s_diffuse, inp.tc);
|
|
#endif
|
|
return float4(diff * col, 1);
|
|
}
|
|
#endif
|