e4s-sdk/gamedata/shaders/d3d11/model_clockarrow_s.ps.hlsl
2026-06-17 23:06:51 +03:00

45 lines
1 KiB
HLSL

#include "common.hlsli"
struct v2p
{
float2 tc0: TEXCOORD0; // base
float3 tc1: TEXCOORD1;
float4 c0: COLOR0; // sun.(fog*fog)
};
float get_noise(float2 co)
{
return (frac(sin(dot(co.xy ,float2(12.9898,78.233))) * 43758.5453))*0.5;
};
uniform float4 m_affects;
uniform float4 m_timearrow2;
float4 main( v2p I ) : SV_Target
{
float2 coords = I.tc0;
float2 coords_new;
// Rotate texture
float sin_a = m_timearrow2.x;
float cos_a = m_timearrow2.y;
coords.x = coords.x-0.5;
coords.y = coords.y-0.5;
coords_new.x = coords.x * cos_a + coords.y * sin_a;
coords_new.y = -coords.x * sin_a + coords.y * cos_a;
coords_new.x = coords_new.x+0.5;
coords_new.y = coords_new.y+0.5;
float4 t_base = s_base.Sample( smp_base, coords_new );
float4 t_noise = s_lmap.Sample( smp_base, coords_new );
float noise = get_noise(I.tc0*timers.z) * m_affects.x * m_affects.x * 30;
t_base.rgb += t_noise.rgb*noise+0.1;
t_base.xyz = detonemap(t_base.xyz);
return t_base;
}