18 lines
361 B
HLSL
18 lines
361 B
HLSL
#include "common.hlsli"
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struct v2p
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{
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float2 tc0 : TEXCOORD0; // base
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float4 c0 : COLOR0; // rgb.fog
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};
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// Pixel
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// Need PS 2.0 for the fog to be applied
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float4 main(v2p I) : COLOR
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{
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float4 t_base = tex2D(s_base, I.tc0);
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float3 final = t_base * I.c0 * 2.0f;
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// out
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return float4(final, t_base.a * I.c0.a * I.c0.a);
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}
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