ajout Light Maps
This commit is contained in:
38
enginecustom/lightmap.ps
Normal file
38
enginecustom/lightmap.ps
Normal file
@@ -0,0 +1,38 @@
|
||||
/////////////
|
||||
// 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;
|
||||
}
|
||||
Reference in New Issue
Block a user