#include "common.hlsli" #include "shared\waterconfig.hlsli" struct v2p { float2 tbase : TEXCOORD0; // base float2 tdist0 : TEXCOORD1; // d0 float2 tdist1 : TEXCOORD2; // d1 }; uniform sampler2D s_distort0; uniform sampler2D s_distort1; // Pixel float4 main(v2p I) : COLOR { float4 t_base = tex2D(s_base, I.tbase); float2 t_d0 = tex2D(s_distort0, I.tdist0); float2 t_d1 = tex2D(s_distort1, I.tdist1); float2 distort = (t_d0 + t_d1) * 0.5f; // average float2 zero = float2(0.5f, 0.5f); float2 faded = lerp(distort, zero, t_base.a); float2 faded_bx2 = (faded * 2.0f - 1.0f) * W_DISTORT_POWER; float faded_dot = dot(float3(faded_bx2, 0.0f), 0.75f); // 0.75 float alpha = 0.5f; // abs (faded_dot); // out return float4(faded, 0.0f, alpha); }