///////////// // GLOBALS // ///////////// Texture2D shaderTexture1 : register(t0); Texture2D shaderTexture2 : register(t1); SamplerState SampleType : register(s0); ////////////// // TYPEDEFS // ////////////// struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; }; //////////////////////////////////////////////////////////////////////////////// // Pixel Shader //////////////////////////////////////////////////////////////////////////////// float4 LightMapPixelShader(PixelInputType input) : SV_TARGET { float4 color; float4 lightColor; float4 finalColor; // Get the pixel color from the color texture. color = shaderTexture1.Sample(SampleType, input.tex); // Get the pixel color from the light map. lightColor = shaderTexture2.Sample(SampleType, input.tex); // Blend the two pixels together. finalColor = color * lightColor; return finalColor; }