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

@ -22,13 +22,14 @@
#define IN_HLSL
#include "shdrConsts.h"
#include "shaderModel.hlsl"
//-----------------------------------------------------------------------------
// Data
//-----------------------------------------------------------------------------
struct v2f
{
float4 HPOS : POSITION;
float4 HPOS : TORQUE_POSITION;
float2 TEX0 : TEXCOORD0;
float4 tangentToCube0 : TEXCOORD1;
float4 tangentToCube1 : TEXCOORD2;
@ -42,21 +43,23 @@ struct v2f
struct Fragout
{
float4 col : COLOR0;
float4 col : TORQUE_TARGET0;
};
// Uniforms
TORQUE_UNIFORM_SAMPLER2D(diffMap,0);
//TORQUE_UNIFORM_SAMPLERCUBE(cubeMap, 1); not used?
TORQUE_UNIFORM_SAMPLER2D(bumpMap,2);
uniform float4 specularColor : register(PC_MAT_SPECCOLOR);
uniform float4 ambient : register(PC_AMBIENT_COLOR);
uniform float specularPower : register(PC_MAT_SPECPOWER);
uniform float accumTime : register(PC_ACCUM_TIME);
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
Fragout main(v2f IN,
uniform sampler2D diffMap : register(S0),
uniform sampler2D bumpMap : register(S2),
uniform samplerCUBE cubeMap : register(S1),
uniform float4 specularColor : register(PC_MAT_SPECCOLOR),
uniform float specularPower : register(PC_MAT_SPECPOWER),
uniform float4 ambient : register(PC_AMBIENT_COLOR),
uniform float accumTime : register(PC_ACCUM_TIME)
)
Fragout main(v2f IN)
{
Fragout OUT;
@ -68,8 +71,8 @@ Fragout main(v2f IN,
texOffset.y = IN.TEX0.y + cos( accumTime * 3.0 + IN.TEX0.x * 6.28319 * 2.0 ) * 0.05;
float4 bumpNorm = tex2D( bumpMap, texOffset ) * 2.0 - 1.0;
float4 diffuse = tex2D( diffMap, texOffset );
float4 bumpNorm = TORQUE_TEX2D( bumpMap, texOffset ) * 2.0 - 1.0;
float4 diffuse = TORQUE_TEX2D( diffMap, texOffset );
OUT.col = diffuse * (saturate( dot( IN.lightVec, bumpNorm.xyz ) ) + ambient);