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@@ -0,0 +1,28 @@
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+
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+#include "Uniforms.hlsl"
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+#include "Samplers.hlsl"
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+#include "Transform.hlsl"
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+#include "ScreenPos.hlsl"
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+
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+#ifdef COMPILEPS
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+uniform float4 cShadowAmbient;
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+#endif
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+
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+void VS(float4 iPos : POSITION, out float4 oPos : POSITION, out float2 oScreenPos : TEXCOORD0)
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+{
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+ float4x3 modelMatrix = iModelMatrix;
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+ float3 worldPos = GetWorldPos(modelMatrix);
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+ oPos = GetClipPos(worldPos);
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+ oScreenPos = GetScreenPosPreDiv(oPos);
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+}
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+
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+void PS(float2 iScreenPos : TEXCOORD0, out float4 oColor : COLOR0)
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+{
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+ float4 diffInput = tex2D(sDiffMap, iScreenPos);
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+ float4 lightInput = tex2D(sEmissiveMap, iScreenPos);
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+ oColor.rgb = (diffInput.rgb * (lightInput.rgb + cShadowAmbient.rgb) * (lightInput.a + cShadowAmbient.a));
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+ oColor.a = 1.0;
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+}
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+
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+
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+
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