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

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PostScript

#include "common.h"
struct v2p
{
half2 tc0: TEXCOORD0; // base
half2 tc1: TEXCOORD1; // lmap
half2 tc2: TEXCOORD2; // hemi
half3 tc3: TEXCOORD3; // env
half4 c0: COLOR0;
half3 c1: COLOR1;
// float fog :FOG;
};
uniform samplerCUBE s_env;
//////////////////////////////////////////////////////////////////////////////////////////
// Pixel
half4 main_ps_2_0 ( v2p I ) : COLOR
{
half4 t_base = tex2D (s_base,I.tc0);
half4 t_lmap = tex2D (s_lmap,I.tc1);
half4 t_env = texCUBE (s_env, I.tc3);
// lighting
half3 l_base = t_lmap.rgb; // base light-map
half3 l_hemi = I.c0*p_hemi(I.tc2); // hemi
half3 l_sun = I.c1*t_lmap.a; // sun color
half3 light = L_ambient + l_base + l_sun + l_hemi;
// final-color
half3 base = lerp (t_env,t_base,t_base.a);
half3 final = light*base*2;
// out
return half4 (final.r,final.g,final.b,t_base.a*I.c0.a*I.c0.a);
}