21 lines
496 B
HLSL
21 lines
496 B
HLSL
#include "common.hlsli"
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struct v2p
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{
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float4 diffuse : COLOR0;
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float4 tc0 : TEXCOORD0; // projector
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float4 tc1 : TEXCOORD1; // env
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float4 tc2 : TEXCOORD2; // base
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};
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uniform sampler2D s_projector;
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// Pixel
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float4 main(v2p I) : COLOR
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{
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float4 light = I.diffuse + tex2D(s_projector, I.tc0);
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float4 t_env = texCUBE(s_env, I.tc1);
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float4 t_base = tex2D(s_base, I.tc2);
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float4 base = lerp(t_env, t_base, t_base.a);
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return light * base * 2;
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}
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