#include "common.hlsli" struct v2p { float4 factor : COLOR0; float3 tc0 : TEXCOORD0; float3 tc1 : TEXCOORD1; }; uniform samplerCUBE s_sky0 : register(s0); uniform samplerCUBE s_sky1 : register(s1); uniform float3 color; // Pixel float4 main(v2p I) : COLOR { float3 s0 = texCUBE(s_sky0, I.tc0); float3 s1 = texCUBE(s_sky1, I.tc1); float3 sky = I.factor * lerp(s0, s1, I.factor.w); return float4(sky, 1.0f); }