fteqw/engine/shaders/hlsl11/defaultskin.hlsl

80 lines
1.8 KiB
HLSL

!!permu UPPERLOWER
!!samps diffuse upper lower fullbright
struct a2v
{
float4 pos: POSITION;
float2 tc: TEXCOORD0;
float3 normal: NORMAL;
};
struct v2f
{
float4 pos: SV_POSITION;
float2 tc: TEXCOORD0;
float3 light: TEXCOORD1;
};
#include <ftedefs.h>
#ifdef VERTEX_SHADER
//attribute vec2 v_texcoord;
//uniform vec3 e_light_dir;
//uniform vec3 e_light_mul;
//uniform vec3 e_light_ambient;
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.light = e_light_ambient + (dot(inp.normal,e_light_dir)*e_light_mul);
outp.tc = inp.tc.xy;
return outp;
}
#endif
#ifdef FRAGMENT_SHADER
Texture2D t_diffuse : register(t0);
#ifdef UPPER
Texture2D t_upper : register(t1);
Texture2D t_lower : register(t2);
Texture2D t_fullbright : register(t3);
#else
Texture2D t_fullbright : register(t1);
#endif
SamplerState SampleType;
float4 main (v2f inp) : SV_TARGET
{
float4 col;
col = t_diffuse.Sample(SampleType, inp.tc);
#ifdef MASK
#ifndef MASKOP
#define MASKOP >= //drawn if (alpha OP ref) is true.
#endif
//support for alpha masking
if (!(col.a MASKOP MASK))
discard;
#endif
#ifdef UPPER
float4 uc = t_upper.Sample(SampleType, inp.tc);
col.rgb += uc.rgb*e_uppercolour.rgb*uc.a;
#endif
#ifdef LOWER
float4 lc = t_lower.Sample(SampleType, inp.tc);
col.rgb += lc.rgb*e_lowercolour.rgb*lc.a;
#endif
col.rgb *= inp.light;
//#ifdef FULLBRIGHT
float4 fb = t_fullbright.Sample(SampleType, inp.tc)*e_glowmod;
// col.rgb = lerp(col.rgb, fb.rgb, fb.a); //matches vanilla quake...
col.rgb += fb.rgb * fb.a; //but nothing expects it to.
//#endif
col *= e_colourmod;
// col = fog4(col);
return col;
}
#endif