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gamedata/shaders/d3d11/model_exoscreen.ps.hlsl
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gamedata/shaders/d3d11/model_exoscreen.ps.hlsl
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#include "common.hlsli"
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struct v2p
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{
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float2 tc0: TEXCOORD0; // base
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float4 c0: COLOR0; // sun
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};
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uniform float4 m_affects;
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float get_noise(float2 co)
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{
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return (frac(sin(dot(co.xy ,float2(12.9898,78.233))) * 43758.5453))*0.5;
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};
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//////////////////////////////////////////////////////////////////////////////////////////
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// Pixel
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float4 main( v2p I ) : SV_Target
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{
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float4 t_base = s_base.Sample( smp_base, I.tc0 );
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// Øóì ïðè âûáðîñå
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float noise = get_noise(I.tc0*timers.z) * m_affects.x * 2;
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t_base.r += noise;
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t_base.g += noise;
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t_base.b += noise;
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t_base.xyz = detonemap(t_base.xyz);
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// #TODO: plohoi fix, no aref model sloman
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return float4(t_base.xyz*4.0f,t_base.w * I.c0.w);
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}
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