#include "common.hlsli" struct v2p { float2 tc0 : TEXCOORD0; // base float4 c : COLOR0; // diffuse }; // Pixel float4 main(v2p I) : COLOR { // color = 0 -> color=1 // color = 1 -> color=c float4 c = I.c * tex2D(s_base, I.tc0); float3 r = float3(1.0f, 1.0f, 1.0f) - c.xyz - c.xyz * c.xyz; // lerp(1,c.xyz,c.xyz), can't be less than .5h return float4(r, 1.0f); }