e4s-game/gamedata/shaders/r1/model_def_hq.ps.hlsl
2026-06-18 01:18:29 +03:00

29 lines
758 B
HLSL

#include "common.hlsli"
struct v2p
{
float2 tc0 : TEXCOORD0; // base
float4 tc1 : TEXCOORD1; // lmap
float3 c0 : COLOR0; // sun
float4 c1 : COLOR1; // lq-color + factor
float fog : FOG;
};
// Pixel
float4 main(v2p I) : COLOR
{
float4 t_base = tex2D(s_base, I.tc0);
float4 t_lmap = tex2Dproj(s_lmap, I.tc1);
// lighting
float3 l_base = t_lmap.rgb; // base light-map (lmap color, ambient, hemi, etc - inside)
float3 l_sun = I.c0 * t_lmap.a; // sun color
float3 light = lerp(l_base + l_sun, I.c1, I.c1.w);
// final-color
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);
}