#include "common.hlsli" struct v2p { float4 diffuse : COLOR0; float4 tc0 : TEXCOORD0; // projector float4 tc1 : TEXCOORD1; // env float4 tc2 : TEXCOORD2; // base }; uniform sampler2D s_projector; // Pixel float4 main(v2p I) : COLOR { float4 light = I.diffuse + tex2D(s_projector, I.tc0); float4 t_env = texCUBE(s_env, I.tc1); float4 t_base = tex2D(s_base, I.tc2); float4 base = lerp(t_env, t_base, t_base.a); return light * base * 2; }