Divergent/mods/FDDA Enhanced Animations - .../gamedata/shaders/r1/model_exohealth.ps

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2024-03-17 20:18:03 -04:00
#include "common.h"
struct v2p
{
half4 tc0: TEXCOORD0; // base
half4 tc1: TEXCOORD1; // environment
half4 c0: COLOR0; // sun.(fog*fog)
};
//////////////////////////////////////////////////////////////////////////////////////////
half4 main_ps_1_4 ( v2p I ) : COLOR
{
half4 t_base = tex2D (s_base,I.tc0);
t_base.g += clamp(0.5-abs(m_actor_params.y-0.5), 0, 0.5)*t_base.a;
t_base.r += (1-m_actor_params.y)*t_base.a;
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD> <EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
half4 t_noise = tex2D(s_lmap, I.tc0) * m_affects.x * 2;
t_base.rgb += t_noise.rgb;
return half4 (t_base.r, t_base.g, t_base.b, 1);
}