#include "common.hlsli"

struct v2p
{
    float2 tc0 : TEXCOORD0; // base
    float2 tc1 : TEXCOORD1; // base
    float2 tc2 : TEXCOORD2; // base
    float2 tc3 : TEXCOORD3; // base
};

uniform sampler2D s_base0;
uniform sampler2D s_base1;
uniform sampler2D s_base2;
uniform sampler2D s_base3;

// Pixel
float4 main(v2p I) : COLOR
{
    float4 t_0 = tex2D(s_base0, I.tc0);
    float4 t_1 = tex2D(s_base1, I.tc1);
    float4 t_2 = tex2D(s_base2, I.tc2);
    float4 t_3 = tex2D(s_base3, I.tc3);

    // out
    return ((t_0 + t_1) * .5 + (t_2 + t_3) * .5) * .5;
}
