e4s-sdk/gamedata/shaders/r3/sky2.ps
2026-06-17 23:06:51 +03:00

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#include "common.h"
struct v2p
{
float4 factor : COLOR0; // for SM3 - factor.rgb - tonemap-prescaled
float3 tc0 : TEXCOORD0;
float3 tc1 : TEXCOORD1;
};
struct _out
{
float4 low : SV_Target0;
float4 high : SV_Target1;
};
TextureCube s_sky0 :register(t0);
TextureCube s_sky1 :register(t1);
//////////////////////////////////////////////////////////////////////////////////////////
// Pixel
_out main( v2p I )
{
// float3 s0 = texCUBE (s_sky0,I.tc0);
// float3 s1 = texCUBE (s_sky1,I.tc1);
float3 s0 = s_sky0.Sample( smp_rtlinear, I.tc0 );
float3 s1 = s_sky1.Sample( smp_rtlinear, I.tc1 );
float3 sky = I.factor*lerp( s0, s1, I.factor.w );
sky *= 0.33f;
// final tone-mapping
_out o;
o.low = sky.xyzz ;
o.high = o.low/def_hdr ;
return o;
}