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- #include "Uniforms.hlsl"
- #include "Samplers.hlsl"
- #include "Transform.hlsl"
- #include "ScreenPos.hlsl"
- #ifdef COMPILEPS
- uniform float4 cShadowAmbient;
- #endif
- void VS(float4 iPos : POSITION,
- out float2 oScreenPos : TEXCOORD0,
- out float4 oPos : OUTPOSITION)
- {
- float4x3 modelMatrix = iModelMatrix;
- float3 worldPos = GetWorldPos(modelMatrix);
- oPos = GetClipPos(worldPos);
- oScreenPos = GetScreenPosPreDiv(oPos);
- }
- void PS(float2 iScreenPos : TEXCOORD0, out float4 oColor : OUTCOLOR0)
- {
- float4 diffInput = Sample2D(DiffMap, iScreenPos);
- float4 lightInput = Sample2D(EmissiveMap, iScreenPos);
- oColor.rgb = (diffInput.rgb * (lightInput.rgb + cShadowAmbient.rgb) * (lightInput.a + cShadowAmbient.a));
- oColor.a = 1.0;
- }
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