#include "common.hlsli" struct v2p { float2 tc0 : TEXCOORD0; // base float4 c0 : COLOR0; // rgb.fog }; // Pixel // Need PS 2.0 for the fog to be applied float4 main(v2p I) : COLOR { float4 t_base = tex2D(s_base, I.tc0); float3 final = t_base * I.c0 * 2.0f; // out return float4(final, t_base.a * I.c0.a * I.c0.a); }