#include "common.h"

struct 	v2p
{
 	half2 	tc0: 		TEXCOORD0;	// base
 	half2 	tc1: 		TEXCOORD1;	// environment
  	half4	c0:			COLOR0;		// sun.(fog*fog)
};

// Pixel
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
{
	half4	t_base 		= tex2D		(s_base,	I.tc0);	
	
	// Øóì ïðè âûáðîñå
	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, t_base.a*I.c0.a);
}