34 lines
862 B
HLSL
34 lines
862 B
HLSL
#include "common.hlsli"
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struct v2p
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{
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float2 tc0 : TEXCOORD0; // base0
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float2 tc1 : TEXCOORD1; // base1
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float2 tc2 : TEXCOORD2; // hemi0
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float2 tc3 : TEXCOORD3; // hemi1
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float4 c : COLOR0; // color
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float4 f : COLOR1; // color
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float fog : FOG;
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};
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// Pixel
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uniform sampler2D s_base0;
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uniform sampler2D s_base1;
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uniform sampler2D s_hemi0;
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uniform sampler2D s_hemi1;
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float4 main(v2p I) : COLOR
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{
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float4 base0 = tex2D(s_base0, I.tc0);
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float4 base1 = tex2D(s_base1, I.tc1);
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float4 hemi0 = tex2D(s_hemi0, I.tc2);
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float4 hemi1 = tex2D(s_hemi1, I.tc3);
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float4 base = lerp(base0, base1, I.f.w) * I.c;
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float hemi = lerp(hemi0, hemi1, I.f.w).w;
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float3 color = base * 2.0f * (0.5f + 0.5f * hemi);
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color = lerp(fog_color.xyz, color, I.fog);
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return float4(color, base.a);
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}
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