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gamedata/shaders/r1/particle2t.ps.hlsl
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gamedata/shaders/r1/particle2t.ps.hlsl
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#include "common.hlsli"
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struct v2p
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{
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float2 tc0 : TEXCOORD0; // base
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float2 tc1 : TEXCOORD1; // another
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float4 c : COLOR0; // diffuse
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};
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// Pixel
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uniform sampler2D s_another;
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float4 main(v2p I) : COLOR
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{
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float3 base = I.c * tex2D(s_base, I.tc0);
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float4 grad = tex2D(s_another, I.tc1);
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float3 mult = base * grad * 2.0f;
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return float4(lerp(base, mult, grad.w), 1.0f);
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}
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