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

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PostScript

#include "common.h"
#include "shared\waterconfig.h"
struct v2p
{
half2 tbase: TEXCOORD0; // base
half2 tdist0: TEXCOORD1; // d0
half2 tdist1: TEXCOORD2; // d1
};
uniform sampler2D s_distort0;
uniform sampler2D s_distort1;
//////////////////////////////////////////////////////////////////////////////////////////
// Pixel
half4 main_ps_1_1 ( v2p I ) : COLOR
{
half4 t_base = tex2D (s_base, I.tbase );
half2 t_d0 = tex2D (s_distort0, I.tdist0 );
half2 t_d1 = tex2D (s_distort1, I.tdist1 );
half2 distort = (t_d0+t_d1)*0.5; // average
half2 zero = half2 (0.5,0.5);
half2 faded = lerp (distort,zero, t_base.a );
half2 faded_bx2 = (faded*2-1)*W_DISTORT_POWER;
half faded_dot = dot (half3(faded_bx2,0),.75 ); //0.75
half alpha = 0.5; //abs (faded_dot);
// out
return half4 (faded,0,alpha);
}