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.
50 lines
1.3 KiB
PostScript
50 lines
1.3 KiB
PostScript
#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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