#include "common.h" struct v2p { half2 tc0: TEXCOORD0; // base half2 tc1: TEXCOORD1; // lmap half2 tc2: TEXCOORD2; // hemi half3 tc3: TEXCOORD3; // env half4 c0: COLOR0; half3 c1: COLOR1; // float fog :FOG; }; uniform samplerCUBE s_env; ////////////////////////////////////////////////////////////////////////////////////////// // Pixel half4 main_ps_2_0 ( v2p I ) : COLOR { half4 t_base = tex2D (s_base,I.tc0); half4 t_lmap = tex2D (s_lmap,I.tc1); half4 t_env = texCUBE (s_env, I.tc3); // lighting half3 l_base = t_lmap.rgb; // base light-map half3 l_hemi = I.c0*p_hemi(I.tc2); // hemi half3 l_sun = I.c1*t_lmap.a; // sun color half3 light = L_ambient + l_base + l_sun + l_hemi; // final-color half3 base = lerp (t_env,t_base,t_base.a); half3 final = light*base*2; // out return half4 (final.r,final.g,final.b,t_base.a*I.c0.a*I.c0.a); }