source: GTP/trunk/App/Demos/Illum/IBRBillboardCloudTrees/Shark3D/demo_v5x0x7_t164x31u_enterpr_kwin32/src/res/levelutil/shader/prog/d3d9_hlsl/direct_texturing_ambient_d3d9_hlsl_ps2x0.s3d_shadercode @ 2330

Revision 2330, 1.2 KB checked in by igarcia, 17 years ago (diff)
Line 
1///////////////////////////////////////////////////////////////////////////////
2//
3//      ##  ######
4//       ######  ###
5//  ## ###############        Shark 3D Engine (www.shark3d.com)
6//   ########## # # #
7//    ########                Copyright (c) 1996-2006 Spinor GmbH.
8//   ######### # # #          All rights reserved.
9//  ##   ##########
10//      ##
11//
12///////////////////////////////////////////////////////////////////////////////
13
14struct PS_INPUT
15{
16    float4 diffuse: COLOR0;
17    float2 mainTexCoord: TEXCOORD0;
18};
19
20///////////////////////////////////////////////////////////////////////////////
21
22sampler tex0: register(s0);
23
24///////////////////////////////////////////////////////////////////////////////
25// Pixelshader
26// Profile: 2x0
27
28const float4 lightAmbient;
29const float4 lightDiffuse;
30const float4 lightSpecular;
31
32float4 main(PS_INPUT input): COLOR0
33{
34    //return tex2D(tex0, input.mainTexCoord) * input.diffuse;
35    float4 ocolor = tex2D(tex0, input.mainTexCoord).xyzw;
36    //ocolor = ocolor * lightDiffuse + ocolor * lightSpecular;
37    ocolor.xyz = ocolor.xyz * 0.5;
38    return ocolor;
39}
40
41///////////////////////////////////////////////////////////////////////////////
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