#include "common.hlsli" struct v2p { float2 tc0 : TEXCOORD0; // base float2 tc1 : TEXCOORD1; // lmap float2 tc2 : TEXCOORD2; // detail float4 c0 : COLOR0; // hemi, c0.a * float4 c1 : COLOR1; // sun, c1.a + float fog : FOG; }; uniform sampler2D s_dt_r; uniform sampler2D s_dt_g; uniform sampler2D s_dt_b; uniform sampler2D s_dt_a; uniform sampler2D s_mask; // Pixel float4 main(v2p I) : COLOR { float4 t_base = tex2D(s_base, I.tc0); float4 t_mask = tex2D(s_mask, I.tc0); t_mask = t_mask / dot(t_mask, 1.0); float4 t_lmap = tex2D(s_lmap, I.tc1); // lighting float3 l_base = t_lmap.rgb; // base light-map float3 l_hemi = I.c0 * t_base.a; // hemi is implicitly inside texture float3 l_sun = I.c1 * t_lmap.a; // sun color float3 light = L_ambient + l_base + l_sun + l_hemi; // calc D-texture float3 t_dt_r = tex2D(s_dt_r, I.tc2) * t_mask.r; float3 t_dt_g = tex2D(s_dt_g, I.tc2) * t_mask.g; float3 t_dt_b = tex2D(s_dt_b, I.tc2) * t_mask.b; float3 t_dt_a = tex2D(s_dt_a, I.tc2) * t_mask.a; float3 detail = t_dt_a + t_dt_b + t_dt_g + t_dt_r; // final-color float3 final = (light * t_base.rgb * 2.0f) * detail * 2.0f; final = lerp(fog_color.xyz, final, I.fog); // out return float4(final.rgb, 1.0f); }