fteqw/engine/shaders/hlsl11/defaultwall.hlsl

48 lines
912 B
HLSL

struct a2v
{
float4 pos: POSITION;
float4 tc: TEXCOORD0;
};
struct v2f
{
float4 pos: SV_POSITION;
float2 tc: TEXCOORD0;
float2 lmtc: TEXCOORD1;
};
#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;
return outp;
}
#endif
#ifdef FRAGMENT_SHADER
Texture2D shaderTexture[2];
SamplerState SampleType[2];
float4 main (v2f inp) : SV_TARGET
{
float4 tex = shaderTexture[0].Sample(SampleType[0], inp.tc);
float4 lm = shaderTexture[1].Sample(SampleType[1], inp.lmtc);
#ifdef MASK
#ifndef MASKOP
#define MASKOP >= //drawn if (alpha OP ref) is true.
#endif
//support for alpha masking
if (!(tex.a MASKOP MASK))
discard;
#endif
return tex * lm.bgra;
}
#endif