#include "common_ps_fxc.h" #include "common_cbuffers_fxc.h" CBUFFER_PERFRAME(register(b0)) CBUFFER_PERSCENE(register(b1)) /*cbuffer UnlitTwoTexture_CBuffer : register(b2) { UnlitTwoTexture_t c; };*/ //#define g_DiffuseModulation c.cModulationColor #define g_EyePos_SpecExponent cEyePos Texture2D BaseTexture : register( t0 ); sampler BaseTextureSampler : register( s0 ); struct PS_INPUT { float4 projPos : SV_POSITION; // Projection-space position HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate float4 vertexColor : TEXCOORD1; float3 eyeSpacePos : TEXCOORD2; float3 normals : TEXCOORD3; float4 worldPos_projPosZ : TEXCOORD7; // Necessary for water fog dest alpha }; float4 main( PS_INPUT i ) : SV_TARGET { HALF4 baseColor = BaseTexture.Sample( BaseTextureSampler, i.baseTexCoord ); HALF4 result = baseColor.xyzw * i.vertexColor; float alpha = baseColor.a * i.vertexColor.a; return float4( result.rgb, alpha ); }