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struct VS_out {
float4 Position : POSITION;
float3 TexCoord0 : TEXCOORD0;
#if defined(PASS_BLEND) || defined(PASS_ADD)
float2 TexCoord1 : TEXCOORD1;
#endif
float4 Color : COLOR0;
};
sampler2D diffTex : register(s0);
sampler2D envTex : register(s1);
float4 fogColor : register(c0);
float4 colorscale : register(c1);
float4 fxparams : register(c2);
#define shininess (fxparams.x)
float4 main(VS_out input) : COLOR
{
float4 pass1 = input.Color*tex2D(diffTex, input.TexCoord0.xy)*colorscale;
pass1.rgb = clamp(pass1.rgb, 0.0, 1.0);
pass1.rgb = lerp(fogColor.rgb, pass1.rgb, input.TexCoord0.z);
float4 color;
#if defined(PASS_BLEND) || defined(PASS_ADD)
float4 pass2 = tex2D(envTex, input.TexCoord1.xy);
pass2.a *= shininess;
pass2.rgb = lerp(float3(0.0, 0.0, 0.0), pass2.rgb, input.TexCoord0.z);
// We simulate drawing this in two passes.
#if defined(PASS_ADD)
// First pass with standard blending, second with addition
// We premultiply alpha so render state should be one.
color.rgb = pass1.rgb*pass1.a + pass2.rgb*pass2.a;
color.a = pass1.a;
#elif defined(PASS_BLEND)
// We premultiply alpha so render state should be one.
color.rgb = pass1.rgb*pass1.a*(1.0-pass2.a) + pass2.rgb*pass2.a;
color.a = pass1.a*(1.0-pass2.a) + pass2.a;
#endif
#else
color = pass1;
#endif
return color;
}
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