fteqw/engine/shaders/hlsl11/terrain.hlsl

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struct a2v
{
float4 pos: POSITION;
float4 tc: TEXCOORD0;
float4 vcol: COLOR0;
};
struct v2f
{
float4 pos: SV_POSITION;
float2 tc: TEXCOORD0;
float2 lmtc: TEXCOORD1;
float4 vcol: COLOR0;
};
#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.vcol = inp.vcol;
return outp;
}
#endif
#ifdef FRAGMENT_SHADER
Texture2D shaderTexture[5];
SamplerState SampleType;
float4 main (v2f inp) : SV_TARGET
{
return float4(1,1,1,1);
// float4 m = shaderTexture[4].Sample(SampleType, inp.tc) ;
// return inp.vcol*float4(m.aaa,1.0)*(
// shaderTexture[0].Sample(SampleType, inp.tc)*m.r
// + shaderTexture[1].Sample(SampleType, inp.tc)*m.g
// + shaderTexture[2].Sample(SampleType, inp.tc)*m.b
// + shaderTexture[3].Sample(SampleType, inp.tc)*1.0 - (m.r + m.g + m.b))
// ;
}
#endif