16 lines
318 B
HLSL
16 lines
318 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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float4 c : COLOR0; // diffuse
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};
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// Pixel
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float4 main(v2p I) : SV_Target
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{
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float4 c = I.c * s_base.Sample(smp_base, I.tc0);
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float3 r = float3(1, 1, 1) - c.xyz - c.xyz * c.xyz;
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return float4(PushGamma(r), 1);
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}
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