e4s-sdk/gamedata/shaders/r2/model_env_lq.ps
2026-06-17 23:06:51 +03:00

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#include "common.h"
struct v2p
{
float2 tc0: TEXCOORD0; // base
half3 tc1: TEXCOORD1; // environment
half4 c0: COLOR0; // sun.(fog*fog)
};
//////////////////////////////////////////////////////////////////////////////////////////
// Pixel
uniform samplerCUBE s_env ;
half4 main ( v2p I ) : COLOR
{
half4 t_base = tex2D (s_base,I.tc0);
half4 t_env = texCUBE (s_env, I.tc1);
half3 base = lerp (t_env,t_base,t_base.a);
half3 light = I.c0;
half3 final = light*base*2;
// out
return half4 (final.r,final.g,final.b,t_base.a*I.c0.a);
}