#include "common.hlsli" struct v2p { float2 tc0: TEXCOORD0; // base float2 tc1: TEXCOORD1; // environment float4 c0: COLOR0; // sun.(fog*fog) }; // Pixel 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); // Шум при выбросе float noise = get_noise(I.tc0*timers.z) * m_affects.x * 2; 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*I.c0.a); }