33 lines
729 B
Plaintext
33 lines
729 B
Plaintext
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#include "common.h"
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struct v2p
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{
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float2 tc0: TEXCOORD0; // base
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// float2 tc1: TEXCOORD1; // lmap
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float4 c0: COLOR0; // sun
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};
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uniform float4 m_affects;
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float get_noise(float2 co)
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{
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return (frac(sin(dot(co.xy ,float2(12.9898,78.233))) * 43758.5453))*0.5;
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};
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//////////////////////////////////////////////////////////////////////////////////////////
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// Pixel
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float4 main( v2p I ) : SV_Target
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{
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// float4 t_base = tex2D (s_base,I.tc0);
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float4 t_base = s_base.Sample( smp_base, I.tc0 );
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// <20><><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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float noise = get_noise(I.tc0*timers.z) * m_affects.x * 2;
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t_base.r += noise;
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t_base.g += noise;
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t_base.b += noise;
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// out
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return float4 (t_base.r,t_base.g,t_base.b,t_base.a * I.c0.a);
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}
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