#include "common.h" struct v2p { float4 color : COLOR0; // rgb. intensity, for SM3 - tonemap prescaled float2 tc0 : TEXCOORD0; float2 tc1 : TEXCOORD1; }; //uniform sampler2D s_clouds0 : register(s0); //uniform sampler2D s_clouds1 : register(s1); Texture2D s_clouds0 : register(t0); Texture2D s_clouds1 : register(t1); ////////////////////////////////////////////////////////////////////////////////////////// // Pixel float4 main ( v2p I ) : SV_Target { // float4 s0 = tex2D (s_clouds0,I.tc0); // float4 s1 = tex2D (s_clouds1,I.tc1); float4 s0 = s_clouds0.Sample( smp_base, I.tc0 ); float4 s1 = s_clouds1.Sample( smp_base, I.tc1 ); float4 mix = I.color * (s0 + s1) ; float4 rgb = mix ; // return float4 (rgb.rgb, I.color.a); return rgb; }