fteqw/engine/shaders/hlsl11/defaultwarp.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

!!cvarf r_wateralpha
struct a2v
{
float4 pos: POSITION;
float2 tc: TEXCOORD0;
};
struct v2f
{
float4 pos: SV_POSITION;
float2 tc: TEXCOORD0;
};
#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;
return outp;
}
#endif
#ifdef FRAGMENT_SHADER
// float cvar_r_wateralpha;
// float e_time;
SamplerState s_diffuse;
Texture2D t_diffuse;
float4 main (v2f inp) : SV_TARGET
{
float2 ntc;
ntc.x = inp.tc.x + sin(inp.tc.y+e_time)*0.125;
ntc.y = inp.tc.y + sin(inp.tc.x+e_time)*0.125;
return t_diffuse.Sample(s_diffuse, ntc);
}
#endif