39 lines
No EOL
992 B
HLSL
39 lines
No EOL
992 B
HLSL
#include "common.hlsli"
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struct v2p
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{
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float4 tc0: TEXCOORD0; // base
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float4 tc1: TEXCOORD1; // environment
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float4 c0: COLOR0; // sun.(fog*fog)
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};
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//////////////////////////////////////////////////////////////////////////////////////////
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float4 main ( v2p I ) : COLOR
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{
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float2 coords = I.tc0;
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float2 coords_new;
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// Rotate texture
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float sin_a = m_timearrow2.z;
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float cos_a = m_timearrow2.a;
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coords.x = coords.x-0.5;
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coords.y = coords.y-0.5;
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coords_new.x = coords.x * cos_a + coords.y * sin_a;
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coords_new.y = -coords.x * sin_a + coords.y * cos_a;
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coords_new.x = coords_new.x+0.5;
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coords_new.y = coords_new.y+0.5;
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float4 t_base = tex2D (s_base,coords_new);
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//получаем пиксель шума и масштабируем его в соответствии с текущим уровнем проблем
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float4 t_noise = tex2D(s_lmap, I.tc0) * m_affects.x * 2;
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t_base.rgb += t_noise.rgb;
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return t_base;
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} |