#include "common.hlsli" struct v2p { float2 tc0: TEXCOORD0; // base float4 c0: COLOR0; // sun }; uniform float4 m_affects; float get_noise(float2 co) { return (frac(sin(dot(co.xy ,float2(12.9898,78.233))) * 43758.5453))*0.5; }; ////////////////////////////////////////////////////////////////////////////////////////// // Pixel float4 main( v2p I ) : SV_Target { float4 t_base = s_base.Sample( smp_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; t_base.xyz = detonemap(t_base.xyz); // #TODO: plohoi fix, no aref model sloman return float4(t_base.xyz*4.0f,t_base.w * I.c0.w); }