#include "common.hlsli"

struct 	v2p
{
 	float2 	tc0: 		TEXCOORD0;	// base
 	float3 	tc1: 		TEXCOORD1;	// environment
  	float4	c0:			COLOR0;		// sun.(fog*fog)
};

// Pixel
uniform	float4 		m_actor_params;
uniform	float4 		m_affects;

float get_noise(float2 co)
{
	return (frac(sin(dot(co.xy ,float2(12.9898,78.233))) * 43758.5453))*0.5;
};

float4 	main	( v2p I )	: COLOR
{
	float4	t_base 		= tex2D		(s_base,	I.tc0);	
	
	t_base.a = (I.tc0.x < m_actor_params.z) ? 1 : 0;
	t_base.r += (0.5 < m_actor_params.z) ? 0 : 0.5;
	t_base.g -= (0.25 < m_actor_params.z) ? 0 : 0.5;
	
	// Шум при выбросе
	float noise	= get_noise(I.tc0*timers.z) * m_affects.x * m_affects.x * 30;		
	t_base.r += noise;
	t_base.g += noise;
	t_base.b += noise;	
		
	return  float4	(t_base.r, t_base.g, t_base.b, t_base.a);			
}

