#include "common.h" struct v2p { float2 tc0 : TEXCOORD0; // base float3 tc1 : TEXCOORD1; // environment float3 c0 : COLOR0; // sun float fog : FOG; }; ////////////////////////////////////////////////////////////////////////////////////////// // Pixel //uniform samplerCUBE s_env ; TextureCube s_env; // Environment for forward rendering float4 main ( v2p I ) : SV_Target { // float4 t_base = tex2D (s_base,I.tc0); // float4 t_env = texCUBE (s_env, I.tc1); float4 t_base = s_base.Sample( smp_base, I.tc0); float4 t_env = s_env.Sample( smp_rtlinear, I.tc1); float3 base = lerp (t_env,t_base,t_base.a); float3 light = I.c0; float3 final = light*base*2; // Fogging final = lerp(fog_color, final, I.fog); // out return float4 (final.r,final.g,final.b,t_base.a*I.fog*I.fog); }