!!samps diffuse fullbright lightmap struct a2v { float4 pos: POSITION; float2 tc: TEXCOORD0; float2 lmtc: TEXCOORD1; }; struct v2f { float4 pos: SV_POSITION; float2 tc: TEXCOORD0; float2 lmtc: TEXCOORD1; }; #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; return outp; } #endif #ifdef FRAGMENT_SHADER Texture2D t_lightmap : register(t2); SamplerState s_lightmap : register(s2); Texture2D t_diffuse : register(t0); SamplerState s_diffuse : register(s0); Texture2D t_fullbright : register(t1); SamplerState s_fullbright : register(s1); float4 main (v2f inp) : SV_TARGET { float4 result; result = t_diffuse.Sample(s_diffuse, inp.tc); result.rgb *= t_lightmap.Sample(s_lightmap, inp.lmtc).rgb * e_lmscale[0].rgb; float4 fb = t_fullbright.Sample(s_fullbright, inp.tc); result.rgb += fb.rgb * fb.a;//lerp(result.rgb, fb.rgb, fb.a); return result; } #endif