fteqw/engine/shaders/hlsl11/defaultwall.hlsl

50 lines
1.1 KiB
HLSL

!!samps diffuse fullbright lightmap
struct a2v
{
float4 pos: POSITION;
float2 tc: TEXCOORD0;
float2 lmtc: TEXCOORD1;
};
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;
outp.lmtc = inp.lmtc;
return outp;
}
#endif
#ifdef FRAGMENT_SHADER
Texture2D t_lightmap : register(t2);
SamplerState s_lightmap : register(s2);
Texture2D t_diffuse : register(t0);
SamplerState s_diffuse : register(s0);
Texture2D t_fullbright : register(t1);
SamplerState s_fullbright : register(s1);
float4 main (v2f inp) : SV_TARGET
{
float4 result;
result = t_diffuse.Sample(s_diffuse, inp.tc);
result.rgb *= t_lightmap.Sample(s_lightmap, inp.lmtc).rgb * e_lmscale[0].rgb;
float4 fb = t_fullbright.Sample(s_fullbright, inp.tc);
result.rgb += fb.rgb * fb.a;//lerp(result.rgb, fb.rgb, fb.a);
return result;
}
#endif