#include "common.hlsli" struct v2p { float4 tc0: TEXCOORD0; // base float4 tc1: TEXCOORD1; // environment float4 c0: COLOR0; // sun.(fog*fog) }; ////////////////////////////////////////////////////////////////////////////////////////// float4 main ( v2p I ) : COLOR { float4 t_base = tex2D (s_base,I.tc0); t_base.a = (I.tc0.x < m_actor_params.z) ? 1 : 0; t_base.r += (0.5 < m_actor_params.z) ? 0 : 0.5; t_base.g -= (0.25 < m_actor_params.z) ? 0 : 0.5; return float4 (t_base.r, t_base.g, t_base.b, t_base.a); }