fteqw/engine/shaders/hlsl11/depthonly.hlsl

66 lines
1.2 KiB
HLSL

//used for generating shadowmaps and stuff that draws nothing.
struct a2v
{
float4 pos: POSITION;
float3 normal: NORMAL;
#ifdef MASK
float4 tc: TEXCOORD0;
#endif
};
struct v2f
{
float4 pos: SV_POSITION;
#ifdef MASK
float2 tc: TEXCOORD0;
#endif
};
#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);
#ifdef MASK
outp.tc = inp.tc.xy;
#endif
return outp;
}
#endif
#ifdef FRAGMENT_SHADER
#ifdef MASK
Texture2D shaderTexture[1];
SamplerState SampleType[1];
#endif
#if LEVEL < 1000
//pre dx10 requires that we ALWAYS write to a target.
float4 main (v2f inp) : SV_TARGET
#else
//but on 10, it'll write depth automatically and we don't care about colour.
void main (v2f inp) //dx10-level
#endif
{
#ifdef MASK
float alpha = shaderTexture[0].Sample(SampleType[0], inp.tc).a;
#ifndef MASKOP
#define MASKOP >= //drawn if (alpha OP ref) is true.
#endif
//support for alpha masking
if (!(alpha MASKOP MASK))
discard;
#endif
#if LEVEL < 1000
return float4(0, 0, 0, 1);
#endif
}
#endif