#include "common.hlsli" struct v2p { float2 tc0 : TEXCOORD0; // base float2 tc1 : TEXCOORD1; // lmap float3 c0 : COLOR0; // sun float fog : FOG; }; // Pixel float4 main(v2p I) : COLOR { float4 t_base = tex2D(s_base, I.tc0); float3 light = I.c0; float3 final = light * t_base * 2.0f; final = lerp(fog_color.xyz, final, I.fog); // out return float4(final.r, final.g, final.b, t_base.a); }