!!permu FRAMEBLEND !!permu UPPERLOWER struct a2v { float3 pos: POSITION0; #ifdef FRAMEBLEND float3 pos2: POSITION1; #endif float2 tc: TEXCOORD0; float3 normal: NORMAL; }; struct v2f { #ifndef FRAGMENT_SHADER float4 pos: POSITION; #endif float2 tc: TEXCOORD0; float3 light: TEXCOORD1; }; //#include #ifdef VERTEX_SHADER float3 e_light_dir; float3 e_light_mul; float3 e_light_ambient; float2 e_vblend; float4x4 m_model; float4x4 m_view; float4x4 m_projection; v2f main (a2v inp) { v2f outp; float4 pos; #ifdef FRAMEBLEND pos = float4(e_vblend.x*inp.pos + e_vblend.y*inp.pos2, 1); #else pos = float4(inp.pos, 1); #endif outp.pos = mul(m_model, pos); outp.pos = mul(m_view, outp.pos); outp.pos = mul(m_projection, outp.pos); float d = dot(inp.normal, e_light_dir); outp.light = e_light_ambient + (d * e_light_mul); outp.tc = inp.tc.xy; return outp; } #endif #ifdef FRAGMENT_SHADER float4 e_colourident; float3 e_uppercolour; float3 e_lowercolour; sampler s_diffuse; /*diffuse*/ sampler s_upper; /*upper*/ sampler s_lower; /*lower*/ sampler s_fullbright; /*fullbright*/ float4 main (v2f inp) : SV_TARGET { float4 col; col = tex2D(s_diffuse, inp.tc); #ifdef UPPER float4 uc = tex2D(s_upper, inp.tc); col.rgb += uc.rgb*e_uppercolour * uc.a; #endif #ifdef LOWER float4 lc = tex2D(s_lower, inp.tc); col.rgb += lc.rgb*e_lowercolour * lc.a; #endif col.rgb *= inp.light; #ifdef FULLBRIGHT float4 fb = tex2D(s_fullbright, inp.tc); col.rgb = mix(col.rgb, fb.rgb, fb.a); #endif return col * e_colourident; // return fog4(col * e_colourident); } #endif