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

28 lines
745 B
PostScript

#include "common.h"
struct v2p
{
half2 tc0: TEXCOORD0; // base
half2 tc1: TEXCOORD1; // lmap
half3 c0: COLOR0; // sun
half4 c1: COLOR1; // lq-color + factor
};
//////////////////////////////////////////////////////////////////////////////////////////
// Pixel
half4 main_ps_1_1 ( v2p I ) : COLOR
{
half4 t_base = tex2D (s_base,I.tc0);
half4 t_lmap = tex2D (s_lmap,I.tc1);
// lighting
half3 l_base = t_lmap.rgb; // base light-map (lmap color, ambient, hemi, etc - inside)
half3 l_sun = I.c0*t_lmap.a; // sun color
half3 light = lerp (l_base + l_sun, I.c1, I.c1.w);
// final-color
half3 final = light*t_base*2;
// out
return half4 (final.r,final.g,final.b,t_base.a);
}