2012-11-27 03:23:19 +00:00
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!!cvarf r_wateralpha
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struct a2v {
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float4 pos: POSITION;
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float2 tc: TEXCOORD0;
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};
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struct v2f {
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#ifndef FRAGMENT_SHADER
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float4 pos: POSITION;
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#endif
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float2 tc: TEXCOORD0;
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};
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#ifdef VERTEX_SHADER
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float4x4 m_modelviewprojection;
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v2f main (a2v inp)
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{
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v2f outp;
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outp.pos = mul(m_modelviewprojection, inp.pos);
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outp.tc = inp.tc;
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return outp;
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}
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#endif
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#ifdef FRAGMENT_SHADER
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float cvar_r_wateralpha;
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float e_time;
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2015-03-03 00:14:43 +00:00
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sampler s_diffuse;
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2012-11-27 03:23:19 +00:00
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float4 main (v2f inp) : COLOR0
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{
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float2 ntc;
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ntc.x = inp.tc.x + sin(inp.tc.y+e_time)*0.125;
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ntc.y = inp.tc.y + sin(inp.tc.x+e_time)*0.125;
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2015-03-03 00:14:43 +00:00
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float3 ts = tex2D(s_diffuse, ntc).xyz;
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2012-11-27 03:23:19 +00:00
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return float4(ts, cvar_r_wateralpha);
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}
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#endif
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