34 lines
1019 B
Plaintext
34 lines
1019 B
Plaintext
{
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parms {
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stageSort sortTrans
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}
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state {
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blend GL_ONE GL_ONE
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depthmask
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depthfunc GL_LEQUAL
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}
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hlsl_vp {
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#include "skinning.inc"
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result.position.x = dot4( position, $mvpMatrixX );
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result.position.y = dot4( position, $mvpMatrixY );
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result.position.z = dot4( position, $mvpMatrixZ );
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result.position.w = dot4( position, $mvpMatrixW );
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result.texcoord0.x = dot4( vertex.texcoord0, $sMatrix );
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result.texcoord0.y = dot4( vertex.texcoord0, $tMatrix );
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result.texcoord0.zw = _float2( 0.0 );
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result.texcoord1.xyz = vertex.position.xyz;
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}
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hlsl_fp {
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float2 tc = screenPosToTexcoord( fragment.position.xy, $positionToViewTexture );
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float worldNoiseMap = tex2D( $transmap2, fragment.texcoord1.xy * 0.002 + ( $time.x * 0.025 ) + ( fragment.texcoord1.z * 0.002 ) ).x;
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float2 rampCoords = tex2D( $transMap, fragment.texcoord0.xy ).xy;
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float3 finalColor = tex2D( $transMap1, rampCoords * saturate((worldNoiseMap + 0.1 )) ).xyz;
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result.color.xyz = finalColor;
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result.color.w = 1.0;
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}
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} |