e4s-sdk/gamedata/shaders/r1/model_exoscreen.ps.hlsl
2026-06-17 23:06:51 +03:00

22 lines
593 B
HLSL

#include "common.hlsli"
struct v2p
{
float2 tc0: TEXCOORD0; // base
float2 tc1: TEXCOORD1; // lmap
float4 c0: COLOR0; // sun
};
//////////////////////////////////////////////////////////////////////////////////////////
// Pixel
float4 main ( v2p I ) : COLOR
{
float4 t_base = tex2D (s_base,I.tc0);
//ïîëó÷àåì ïèêñåëü øóìà è ìàñøòàáèðóåì åãî â ñîîòâåòñòâèè ñ òåêóùèì óðîâíåì ïðîáëåì
float4 t_noise = tex2D(s_lmap, I.tc0) * m_affects.x * 2;
t_base.rgb += t_noise.rgb;
// out
return float4 (t_base.r,t_base.g,t_base.b,t_base.a * I.c0.a);
}