fteqw/engine/shaders/hlsl11/defaultskin.hlsl

68 lines
1.5 KiB
HLSL

struct a2v
{
float4 pos: POSITION;
float4 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 shaderTexture[4]; //diffuse, lower, upper, fullbright
SamplerState SampleType;
//uniform vec4 e_colourident;
float4 main (v2f inp) : SV_TARGET
{
float4 col;
col = shaderTexture[0].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 = shaderTexture[2].Sample(SampleType, inp.tc);
col.rgb = mix(col.rgb, uc.rgb*e_uppercolour, uc.a);
#endif
#ifdef LOWER
float4 lc = shaderTexture[1].Sample(SampleType, inp.tc);
col.rgb = mix(col.rgb, lc.rgb*e_lowercolour, lc.a);
#endif
col.rgb *= inp.light;
#ifdef FULLBRIGHT
float4 fb = shaderTexture[3].Sample(SampleType, inp.tc);
col.rgb = mix(col.rgb, fb.rgb, fb.a);
#endif
return col;
// return fog4(col * e_colourident);
}
#endif