e4s-sdk/gamedata/shaders/r1/impl_l.ps.hlsl
2026-06-17 23:06:51 +03:00

22 lines
555 B
HLSL

#include "common.hlsli"
struct v2p
{
float2 tc0 : TEXCOORD0; // lmap
float2 tc1 : TEXCOORD1; // lmap
float3 c0 : COLOR0; // hemi
};
// Pixel
float4 main(v2p I) : COLOR
{
float4 t_base = tex2D(s_base, I.tc0);
float4 t_lmap = tex2D(s_lmap, I.tc1);
// lighting
float3 l_base = t_lmap.rgb; // base light-map
float3 l_hemi = I.c0 * t_base.a; // hemi is implicitly inside texture
float l_sun = t_lmap.a; // sun color
float3 light = L_ambient + l_base + l_hemi;
return float4(light, l_sun);
}