re3/src/extras/shaders/neoWorldVC_PS.hlsl

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2020-08-19 14:10:22 +00:00
sampler2D Diffuse : register(s0);
sampler2D Light : register(s1);
float4 fogColor : register(c0);
float4 lm : register(c1);
struct PS_INPUT
{
float4 Color : COLOR0;
float3 Tex0 : TEXCOORD0;
float2 Tex1 : TEXCOORD1;
};
float4
main(PS_INPUT IN) : COLOR
{
float4 t0 = tex2D(Diffuse, IN.Tex0.xy);
float4 t1 = tex2D(Light, IN.Tex1);
float4 col = t0*IN.Color*(1 + lm*(t1-1));
col.a = IN.Color.a*t0.a*lm.a;
col.rgb = lerp(fogColor.rgb, col.rgb, IN.Tex0.z);
return col;
}