#include "common.hlsli" struct v2p { float4 color : COLOR0; // multiplier, color.w = noise_amount float4 gray : COLOR1; // (.3,.3,.3.,amount) float2 tc0 : TEXCOORD0; // base1 (duality) float2 tc1 : TEXCOORD1; // base2 (duality) float2 tc2 : TEXCOORD2; // base (noise) }; uniform sampler2D s_base0; uniform sampler2D s_base1; uniform sampler2D s_distort; uniform sampler2D s_grad0; uniform sampler2D s_grad1; uniform float4 c_colormap; // Pixel float4 main(v2p I) : COLOR { float4 pre_pass = tex2D(s_base0, I.tc0); float grad_i = dot(pre_pass.rgb, (0.3333f).xxx); float3 image0 = tex2D(s_grad0, float2(grad_i, 0.5f)); float3 image1 = tex2D(s_grad1, float2(grad_i, 0.5f)); float3 image = lerp(image0, image1, c_colormap.y); image = lerp(pre_pass.rgb, image, c_colormap.x); return float4(image, 1.0f); // +mov }