!!samps lightmap struct a2v { float4 pos: POSITION; float2 tc: TEXCOORD0; float2 lmtc: TEXCOORD1; float3 norm: NORMAL; }; struct v2f { float4 pos: SV_POSITION; float2 tc: TEXCOORD0; float2 lmtc: TEXCOORD1; float4 col: TEXCOORD2; }; #include #ifdef VERTEX_SHADER v2f main (a2v inp) { v2f outp; outp.pos = mul(m_model, inp.pos); outp.pos = mul(m_view, outp.pos); outp.pos = mul(m_projection, outp.pos); outp.tc = inp.tc; outp.lmtc = inp.lmtc; outp.col = ((inp.norm.z<0.73)?float4(0.5, 0.5, 0.5, 1):float4(0.25, 0.25, 0.5, 1)); return outp; } #endif #ifdef FRAGMENT_SHADER Texture2D t_lightmap : register(t0); SamplerState s_lightmap : register(s0); float4 main (v2f inp) : SV_TARGET { return inp.col * t_lightmap.Sample(s_lightmap, inp.lmtc); } #endif