38 lines
966 B
HLSL
38 lines
966 B
HLSL
#include "common.hlsli"
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uniform float4 m_actor_params;
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uniform float4 m_affects;
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struct v2p
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{
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float2 tc0: TEXCOORD0; // base
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float3 tc1: TEXCOORD1; // environment
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float4 c0: COLOR0; // sun.(fog*fog)
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};
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float get_noise(float2 co)
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{
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return (frac(sin(dot(co.xy ,float2(12.9898,78.233))) * 43758.5453))*0.5;
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};
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//////////////////////////////////////////////////////////////////////////////////////////
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float4 main( v2p I ) : SV_Target
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{
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float4 t_base = s_base.Sample ( smp_base, I.tc0);
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t_base.a = (I.tc0.x < m_actor_params.a) ? 1 : 0;
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t_base.r += (0.1 < m_actor_params.a) ? 0 : 0.5;
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t_base.g -= (0.1 < m_actor_params.a) ? 0 : 0.5;
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// Øóì ïðè âûáðîñå
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float noise = get_noise(I.tc0*timers.z) * m_affects.x * m_affects.x * 30;
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t_base.r += noise;
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t_base.g += noise;
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t_base.b += noise;
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t_base.xyz = detonemap(t_base.xyz);
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return float4 (t_base.r, t_base.g, t_base.b, t_base.a);
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}
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