48 lines
1.3 KiB
HLSL
48 lines
1.3 KiB
HLSL
#include "common.hlsli"
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struct v2p
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{
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float2 tc0 : TEXCOORD0; // base
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float2 tc1 : TEXCOORD1; // lmap
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float2 tc2 : TEXCOORD2; // detail
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float4 c0 : COLOR0; // hemi, c0.a *
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float4 c1 : COLOR1; // sun, c1.a +
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float fog : FOG;
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};
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uniform sampler2D s_dt_r;
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uniform sampler2D s_dt_g;
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uniform sampler2D s_dt_b;
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uniform sampler2D s_dt_a;
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uniform sampler2D s_mask;
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// Pixel
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float4 main(v2p I) : COLOR
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{
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float4 t_base = tex2D(s_base, I.tc0);
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float4 t_mask = tex2D(s_mask, I.tc0);
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t_mask = t_mask / dot(t_mask, 1.0);
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float4 t_lmap = tex2D(s_lmap, I.tc1);
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// lighting
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float3 l_base = t_lmap.rgb; // base light-map
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float3 l_hemi = I.c0 * t_base.a; // hemi is implicitly inside texture
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float3 l_sun = I.c1 * t_lmap.a; // sun color
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float3 light = L_ambient + l_base + l_sun + l_hemi;
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// calc D-texture
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float3 t_dt_r = tex2D(s_dt_r, I.tc2) * t_mask.r;
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float3 t_dt_g = tex2D(s_dt_g, I.tc2) * t_mask.g;
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float3 t_dt_b = tex2D(s_dt_b, I.tc2) * t_mask.b;
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float3 t_dt_a = tex2D(s_dt_a, I.tc2) * t_mask.a;
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float3 detail = t_dt_a + t_dt_b + t_dt_g + t_dt_r;
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// final-color
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float3 final = (light * t_base.rgb * 2.0f) * detail * 2.0f;
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final = lerp(fog_color.xyz, final, I.fog);
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// out
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return float4(final.rgb, 1.0f);
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}
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