25 lines
703 B
HLSL
25 lines
703 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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float4 t_base = tex2D (s_base,I.tc0);
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t_base.g += clamp(0.5-abs(m_actor_params.y-0.5), 0, 0.5)*t_base.a;
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t_base.r += (1-m_actor_params.y)*t_base.a;
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//ïîëó÷àåì ïèêñåëü øóìà è ìàñøòàáèðóåì åãî â ñîîòâåòñòâèè ñ òåêóùèì óðîâíåì ïðîáëåì
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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 float4 (t_base.r, t_base.g, t_base.b, 1);
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}
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