#include "common.h" struct v2p { float2 tc0: TEXCOORD0; // base half3 tc1: TEXCOORD1; // environment half4 c0: COLOR0; // sun.(fog*fog) }; // Pixel uniform float4 m_actor_params; uniform float4 m_affects; half get_noise(float2 co) { return (frac(sin(dot(co.xy ,float2(12.9898,78.233))) * 43758.5453))*0.5; }; half4 main( v2p I ): COLOR { // широкая полоска искажений half problems = cos( ( frac( timers.z * 4 ) - 0.5 ) * 3.1416 )*2 - 0.8; half AMPL = 0.3; I.tc0.y -= ( m_affects.x > 0.15 && I.tc0.x > problems-AMPL && I.tc0.x < problems+AMPL) ? cos(4.71*(I.tc0.x-problems)/AMPL) * sin( frac(timers.z)*6.2831*90 ) * (m_affects.x/10) * (AMPL-abs(I.tc0.x-problems))/AMPL : 0; half4 t_base = tex2D (s_base, I.tc0); half tmp = 1-m_actor_params.y; tmp = clamp(tmp, 0, 0.5); t_base.r +=tmp*t_base.a; tmp = 0.5-abs(m_actor_params.y-0.5); tmp = clamp(tmp, 0, 0.5); t_base.g +=tmp*t_base.a; // Шум при выбросе half noise = get_noise(I.tc0*timers.z) * m_affects.x * 2; t_base.r += noise; t_base.g += noise; t_base.b += noise; return half4 (t_base.r, t_base.g, t_base.b, 1); }