#include "common.hlsli" struct v2p { float4 color : COLOR0; float2 tc0 : TEXCOORD0; float2 tc1 : TEXCOORD1; }; Texture2D s_clouds0 : register(t0); Texture2D s_clouds1 : register(t1); // Pixel float4 main(v2p I) : SV_Target { float4 s0 = s_clouds0.Sample(smp_base, I.tc0); float4 s1 = s_clouds1.Sample(smp_base, I.tc1); float4 mix = I.color * (s0 + s1); #ifdef USE_LEGACY_SKY_TONEMAP return float4(detonemap(mix.xyz), mix.w); #else return float4(PushGamma(mix.xyz), mix.w); #endif }