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gamedata/shaders/r1/clouds.ps.hlsl
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gamedata/shaders/r1/clouds.ps.hlsl
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#include "common.hlsli"
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struct v2p
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{
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float4 color : COLOR0; // rgb. intensity
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float2 tc0 : TEXCOORD0;
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float2 tc1 : TEXCOORD1;
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};
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uniform sampler2D s_clouds0 : register(s0);
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uniform sampler2D s_clouds1 : register(s1);
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// Pixel
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float4 main(v2p I) : COLOR
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{
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float4 s0 = tex2D(s_clouds0, I.tc0);
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float4 s1 = tex2D(s_clouds1, I.tc1);
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float4 mix = I.color * (s0 + s1);
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return float4(mix.rgb, mix.a);
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}
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