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gamedata/shaders/r1/model_exoscreen.ps.hlsl
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gamedata/shaders/r1/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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float2 tc1: TEXCOORD1; // lmap
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float4 c0: COLOR0; // sun
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};
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//////////////////////////////////////////////////////////////////////////////////////////
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// Pixel
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float4 main ( v2p I ) : COLOR
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{
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float4 t_base = tex2D (s_base,I.tc0);
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//ïîëó÷àåì ïèêñåëü øóìà è ìàñøòàáèðóåì åãî â ñîîòâåòñòâèè ñ òåêóùèì óðîâíåì ïðîáëåì
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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;
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// out
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return float4 (t_base.r,t_base.g,t_base.b,t_base.a * I.c0.a);
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}
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