#include "common.h" struct v2p { half2 tc0: TEXCOORD0; // base half2 tc1: TEXCOORD1; // lmap half2 tc2: TEXCOORD2; // detail half4 c0: COLOR0; // hemi, c0.a * half4 c1: COLOR1; // sun, c1.a + }; ////////////////////////////////////////////////////////////////////////////////////////// // Pixel half4 main_ps_1_1 ( v2p I ) : COLOR { half4 t_base = tex2D (s_base,I.tc0); half4 t_lmap = tex2D (s_lmap,I.tc1); // lighting half3 l_base = t_lmap.rgb; // base light-map half3 l_hemi = I.c0 * t_base.a; // hemi is implicitly inside texture half3 l_sun = I.c1 * t_lmap.a; // sun color half3 light = L_ambient + l_base + l_sun + l_hemi; // calc D-texture half3 detail = tex2D (s_detail,I.tc2); // final-color half3 final = (light*t_base.rgb*2)*detail*2 ; // out return half4 (final.rgb,1); // return half4 (light*detail*2,1); }