fteqw/engine/shaders/hlsl11/defaultsprite.hlsl

44 lines
812 B
HLSL

!!samps diffuse
struct a2v
{
float4 pos: POSITION;
float2 tc: TEXCOORD0;
float4 vcol: COLOR0;
};
struct v2f
{
float4 pos: SV_POSITION;
float2 tc: TEXCOORD0;
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.vcol = inp.vcol;
return outp;
}
#endif
#ifdef FRAGMENT_SHADER
Texture2D t_diffuse : register(t0);
SamplerState s_diffuse : register(s0);
float4 main (v2f inp) : SV_TARGET
{
float4 tex = t_diffuse.Sample(s_diffuse, inp.tc);
#ifdef MASK
if (tex.a < float(MASK))
discard;
#endif
//FIXME: no fog, no colourmod
return tex * inp.vcol;
}
#endif