#include "common.h" uniform float4x4 m_script_params; uniform float4 m_hud_params; // zoom_rotate_factor, secondVP_zoom_factor, NULL, NULL uniform float4 m_blender_mode; Texture2D s_vp2; struct v2p { float2 tc0: TEXCOORD0; // base float3 tc1: TEXCOORD1; // environment float4 c0: COLOR0; // sun.(fog*fog) }; // Активен-ли двойной рендер --#SM+#-- inline bool isSecondVPActive() { return (m_blender_mode.z == 1.0); } float resize(float input, float factor, float offset) { return (input - 0.5f + offset) / factor + 0.5f - offset; } ////////////////////////////////////////////////////////////////////////////////////////// float4 main( v2p I ) : SV_Target { //Constants float BAS_NV_BRIGHTNESS = 15.7; float3 BAS_NV_COLOR = (0.1, 1.0, 0.1); float BAS_NV_NOISE = 0.16; float BAS_NV_FLICK = 0.005; //Shading float4 t_base = s_base.Sample(smp_base, I.tc0); I.tc0.x = resize(I.tc0.x, screen_res.x / screen_res.y, 0); float4 t_vp2 = s_vp2.Sample(smp_base, I.tc0); float noise = frac(sin(dot(I.tc0, float2(12.0, 78.0) + timers.x)) * 43758.0); float lum = dot(t_vp2.xyz, LUMINANCE_VECTOR * BAS_NV_BRIGHTNESS); if (!isSecondVPActive()) { t_vp2.xyz /= 100; } else { t_vp2.xyz = BAS_NV_COLOR * lum; //BW + color t_vp2.xyz += noise * BAS_NV_NOISE; //Noise t_vp2.xyz += BAS_NV_FLICK * sin(timers.x * 73.0); //Flickering, fps hit } float3 final = lerp(t_vp2, t_base, t_base.a); return float4(final.r, final.g, final.b, m_hud_params.x); }