Added New Mods; Swapped Mods and Removed Some
Removed EGUI in favor of UI Rework by Sota Added in GTR Optimized for higher res textures, over Zone Reality Remade and removed all files that conflicted from ZRR to save storage space.
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#include "common.h"
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struct v2p
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{
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float2 tc0: TEXCOORD0; // base
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half3 tc1: TEXCOORD1; // environment
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half4 c0: COLOR0; // sun.(fog*fog)
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};
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// Pixel
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uniform float4 m_actor_params;
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uniform float4 m_affects;
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half 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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half4 main( v2p I ): COLOR
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{
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// øèðîêàÿ ïîëîñêà èñêàæåíèé
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half problems = cos( ( frac( timers.z * 4 ) - 0.5 ) * 3.1416 )*2 - 0.8;
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half 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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half4 t_base = tex2D (s_base, I.tc0);
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half 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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half 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 half4 (t_base.r, t_base.g, t_base.b, 1);
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}
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