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

@ -21,36 +21,39 @@
//-----------------------------------------------------------------------------
#include "shdrConsts.h"
#include "shaderModel.hlsl"
//-----------------------------------------------------------------------------
// Structures
//-----------------------------------------------------------------------------
struct ConnectData
{
float2 texCoord : TEXCOORD0;
float4 lum : COLOR0;
float4 hpos : TORQUE_POSITION;
float2 outTexCoord : TEXCOORD0;
float4 color : COLOR0;
float4 groundAlphaCoeff : COLOR1;
float2 alphaLookup : TEXCOORD1;
};
struct Fragout
{
float4 col : COLOR0;
float4 col : TORQUE_TARGET0;
};
TORQUE_UNIFORM_SAMPLER2D(diffuseMap, 0);
TORQUE_UNIFORM_SAMPLER2D(alphaMap, 1);
uniform float4 groundAlpha;
uniform float4 ambient;
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
Fragout main( ConnectData IN,
uniform sampler2D diffuseMap : register(S0),
uniform sampler2D alphaMap : register(S1),
uniform float4 groundAlpha,
uniform float4 ambient )
Fragout main( ConnectData IN )
{
Fragout OUT;
float4 alpha = tex2D(alphaMap, IN.alphaLookup);
OUT.col = float4( ambient.rgb * IN.lum.rgb, 1.0 ) * tex2D(diffuseMap, IN.texCoord);
float4 alpha = TORQUE_TEX2D(alphaMap, IN.alphaLookup);
OUT.col = float4( ambient.rgb * IN.lum.rgb, 1.0 ) * TORQUE_TEX2D(diffuseMap, IN.texCoord);
OUT.col.a = OUT.col.a * min(alpha, groundAlpha + IN.groundAlphaCoeff.x).x;
return OUT;