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gamedata/shaders/r1/sky.ps.hlsl
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gamedata/shaders/r1/sky.ps.hlsl
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#include "common.hlsli"
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struct v2p
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{
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float4 factor : COLOR0;
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float3 tc0 : TEXCOORD0;
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float3 tc1 : TEXCOORD1;
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};
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uniform samplerCUBE s_sky0 : register(s0);
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uniform samplerCUBE s_sky1 : register(s1);
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uniform float3 color;
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// Pixel
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float4 main(v2p I) : COLOR
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{
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float3 s0 = texCUBE(s_sky0, I.tc0);
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float3 s1 = texCUBE(s_sky1, I.tc1);
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float3 sky = I.factor * lerp(s0, s1, I.factor.w);
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return float4(sky, 1.0f);
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}
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