50 lines
1.3 KiB
Plaintext
50 lines
1.3 KiB
Plaintext
#include "common.h"
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uniform float4 m_actor_params;
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uniform float4 m_affects;
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struct v2p
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{
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float2 tc0: TEXCOORD0; // base
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float3 tc1: TEXCOORD1; // environment
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float4 c0: COLOR0; // sun.(fog*fog)
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};
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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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float4 main( v2p I ) : SV_Target
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{
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// ������� ������� ���������
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float problems = cos( ( frac( timers.z * 4 ) - 0.5 ) * 3.1416 )*2 - 0.8;
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float AMPL = 0.3;
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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;
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float4 t_base = s_base.Sample ( smp_base, I.tc0);
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float tmp = 1-m_actor_params.y;
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tmp = clamp(tmp, 0, 0.5);
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t_base.r +=tmp*t_base.a;
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tmp = 0.5-abs(m_actor_params.y-0.5);
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tmp = clamp(tmp, 0, 0.5);
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t_base.g +=tmp*t_base.a;
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// Øóì ïðè âûáðîñå
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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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return float4 (t_base.r, t_base.g, t_base.b, 1);
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}
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