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给面上的纹理加上光照效果是不是这样(光照的计算还是用固定管线)
sampler layer0Texture;
struct PS_INPUT
{
vector diffuse : COLOR0; //这个应该是已经用固定管线算好的值
float2 basecoord : TEXCOORD0;
};
struct PS_OUTPUT
{
vector diffuse : COLOR0;
};
PS_OUTPUT Main(PS_INPUT input)
{
PS_OUTPUT output = (PS_OUTPUT)0;
half3 layer0 = tex2D(layer0Texture, input.basecoord).xyz;
layer0 = layer0 * input.diffuse.xyz; //不知道是不是这样
output.diffuse.xyz = layer0;
output.diffuse.w=1;
return output;
} |
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