void main_fp(float2 texCoord: TEXCOORD0, float2 subTexCoord: TEXCOORD1, float4 position : WPOS, float4 colour: COLOR0, out float4 ocolor: COLOR, uniform sampler2D texture) { // Normalmap //normal = normalize(normal); // Convert from [-1,1] to [0,1] //ocolor.r = (normal.r + 1.0) / 2.0; //ocolor.g = (normal.g + 1.0) / 2.0; //ocolor.b = (normal.b + 1.0) / 2.0; //ocolor.a = tex2D(textura,texCoord).a; // Depthmap //ocolor.r = position.z; //ocolor.g = position.z; //ocolor.b = position.z; //ocolor.a = 1.0; // Texture ocolor.r = tex2D(texture, texCoord).r; ocolor.g = tex2D(texture, texCoord).g; ocolor.b = tex2D(texture, texCoord).b; ocolor.a = tex2D(texture, texCoord).a; // Debug //ocolor = ocolor + float4(colour.xyz,1.0); // Colour //ocolor = colour; }