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texture tex0;
texture tex1;
texture tex2;
texture tex3;
texture tex4;
sampler s0 = sampler_state{Texture=(tex0);MipFilter=LINEAR;MinFilter=LINEAR;MagFilter=LINEAR;};//用于细节纹理0
sampler s1 = sampler_state{Texture=(tex1);MipFilter=LINEAR;MinFilter=LINEAR;MagFilter=LINEAR;};//用于细节纹理1
sampler s2 = sampler_state{Texture=(tex2);MipFilter=LINEAR;MinFilter=LINEAR;MagFilter=LINEAR;};//用于细节纹理2
sampler s3 = sampler_state{Texture=(tex3);MipFilter=LINEAR;MinFilter=LINEAR;MagFilter=LINEAR;};//索引纹理
sampler s4 = sampler_state{Texture=(tex4);MipFilter=LINEAR;MinFilter=LINEAR;MagFilter=LINEAR;};//光照纹理
float4 PS(
float2 Tex0 : TEXCOORD0,
float2 Tex1 : TEXCOORD1
) : COLOR
{
float4 d1=tex2D(s0,Tex0);
float4 d2=tex2D(s1,Tex0);
float4 d3=tex2D(s2,Tex0);
float4 vfade =tex2D(s3, Tex1);
float4 shadow=tex2D(s4,Tex1);
float4 outf=shadow*(vfade.r*lerp(0,d1,1)+vfade.g*lerp(0,d2,1)+vfade.b*lerp(0,d3,1));
return outf;
}
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