Direct3D11 common shader changes.

This commit is contained in:
rextimmy 2016-03-20 21:50:21 +10:00
parent 1ff6f221fb
commit 3a9b50f702
283 changed files with 3547 additions and 1834 deletions

View file

@ -23,31 +23,34 @@
//-----------------------------------------------------------------------------
// Structures
//-----------------------------------------------------------------------------
#include "shaderModel.hlsl"
struct ConnectData
{
float2 texCoord : TEXCOORD0;
float4 tex2 : TEXCOORD1;
float4 hpos : TORQUE_POSITION;
float2 texCoord : TEXCOORD0;
float4 tex2 : TEXCOORD1;
};
struct Fragout
{
float4 col : COLOR0;
float4 col : TORQUE_TARGET0;
};
TORQUE_UNIFORM_SAMPLER2D(texMap, 0);
TORQUE_UNIFORM_SAMPLER2D(refractMap, 1);
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
Fragout main( ConnectData IN,
uniform sampler2D texMap : register(S0),
uniform sampler2D refractMap : register(S1)
)
Fragout main( ConnectData IN )
{
Fragout OUT;
float4 diffuseColor = tex2D( texMap, IN.texCoord );
float4 reflectColor = tex2Dproj( refractMap, IN.tex2 );
float4 diffuseColor = TORQUE_TEX2D( texMap, IN.texCoord );
float4 reflectColor = TORQUE_TEX2DPROJ(refractMap, IN.tex2);
OUT.col = diffuseColor + reflectColor * diffuseColor.a;