23 lines
518 B
HLSL
23 lines
518 B
HLSL
#include "common.hlsli"
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struct v2p
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{
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float2 tc0 : TEXCOORD0; // base
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float3 tc1 : TEXCOORD1; // environment
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float2 tc2 : TEXCOORD2; // lmap
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float3 c0 : COLOR0; // sun
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float4 c1 : COLOR1; // lq-color + factor
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};
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// Pixel
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float4 main(v2p I) : COLOR
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{
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float4 t_base = tex2D(s_base, I.tc0);
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float4 t_env = texCUBE(s_env, I.tc1);
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// final-color
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float3 final = lerp(t_env, t_base, t_base.a);
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// out
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return float4(final.r, final.g, final.b, t_base.a);
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}
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