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cool-source-archive/materialsystem/stdshadersdx11/unlitgeneric_ps40.fxc
Totterynine 2773eae4d7 shaderapidx11
use -dxlevel 110 to use it
2021-09-22 18:56:56 +05:00

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#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 );
}