Divergent/mods/Body Health System Realisti.../gamedata/shaders/r3/model_exoscreen.ps

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2024-03-17 20:18:03 -04:00
#include "common.h"
struct v2p
{
float2 tc0: TEXCOORD0; // base
// float2 tc1: TEXCOORD1; // lmap
float4 c0: COLOR0; // sun
};
uniform float4 m_affects;
float get_noise(float2 co)
{
return (frac(sin(dot(co.xy ,float2(12.9898,78.233))) * 43758.5453))*0.5;
};
//////////////////////////////////////////////////////////////////////////////////////////
// Pixel
float4 main( v2p I ) : SV_Target
{
// float4 t_base = tex2D (s_base,I.tc0);
float4 t_base = s_base.Sample( smp_base, I.tc0 );
// <EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
float noise = get_noise(I.tc0*timers.z) * m_affects.x * 2;
t_base.r += noise;
t_base.g += noise;
t_base.b += noise;
// out
return float4 (t_base.r,t_base.g,t_base.b,t_base.a * I.c0.a);
}