struct VS_out { float4 Position : POSITION; float3 TexCoord0 : TEXCOORD0; #if defined(PASS_BLEND) || defined(PASS_ADD) float2 TexCoord1 : TEXCOORD1; #endif float4 Color : COLOR0; }; sampler2D diffTex : register(s0); sampler2D envTex : register(s1); float4 fogColor : register(c0); float4 colorscale : register(c1); float4 fxparams : register(c2); #define shininess (fxparams.x) float4 main(VS_out input) : COLOR { float4 pass1 = input.Color*tex2D(diffTex, input.TexCoord0.xy)*colorscale; pass1.rgb = clamp(pass1.rgb, 0.0, 1.0); pass1.rgb = lerp(fogColor.rgb, pass1.rgb, input.TexCoord0.z); float4 color; #if defined(PASS_BLEND) || defined(PASS_ADD) float4 pass2 = tex2D(envTex, input.TexCoord1.xy); pass2.a *= shininess; pass2.rgb = lerp(float3(0.0, 0.0, 0.0), pass2.rgb, input.TexCoord0.z); // We simulate drawing this in two passes. #if defined(PASS_ADD) // First pass with standard blending, second with addition // We premultiply alpha so render state should be one. color.rgb = pass1.rgb*pass1.a + pass2.rgb*pass2.a; color.a = pass1.a; #elif defined(PASS_BLEND) // We premultiply alpha so render state should be one. color.rgb = pass1.rgb*pass1.a*(1.0-pass2.a) + pass2.rgb*pass2.a; color.a = pass1.a*(1.0-pass2.a) + pass2.a; #endif #else color = pass1; #endif return color; }