e4s-game/gamedata/shaders/r2/model_env_lq.ps.hlsl
2026-06-18 01:18:29 +03:00

24 lines
530 B
HLSL

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