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26 lines
479 B
HLSL
26 lines
479 B
HLSL
sampler2D Diffuse : register(s0);
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sampler2D Light : register(s1);
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float4 fogColor : register(c0);
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float4 lm : register(c1);
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struct PS_INPUT
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{
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float4 Color : COLOR0;
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float3 Tex0 : TEXCOORD0;
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float2 Tex1 : TEXCOORD1;
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};
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float4
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main(PS_INPUT IN) : COLOR
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{
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float4 t0 = tex2D(Diffuse, IN.Tex0.xy);
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float4 t1 = tex2D(Light, IN.Tex1);
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float4 col = t0*IN.Color*(1 + lm*(t1-1));
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col.a = IN.Color.a*t0.a*lm.a;
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col.rgb = lerp(fogColor.rgb, col.rgb, IN.Tex0.z);
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return col;
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}
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