init
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gamedata/shaders/r1/model_digiclock_hl.ps.hlsl
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gamedata/shaders/r1/model_digiclock_hl.ps.hlsl
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#include "common.hlsli"
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struct v2p
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{
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float4 tc0: TEXCOORD0; // base
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float4 tc1: TEXCOORD1; // environment
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float4 c0: COLOR0; // sun.(fog*fog)
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};
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//////////////////////////////////////////////////////////////////////////////////////////
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float4 main ( v2p I ) : COLOR
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{
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float digit = m_digiclock.y;
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float2 coords = I.tc0;
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coords.x = digit + (coords.x * 0.1);
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float4 t_base = tex2D (s_base,coords);
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//получаем пиксель шума и масштабируем его в соответствии с текущим уровнем проблем
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float4 t_noise = tex2D(s_lmap, I.tc0) * m_affects.x * 2;
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t_base.rgb += t_noise.rgb+0.1;
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return t_base;
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}
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