!!samps diffuse //!!cvarf r_wateralpha struct a2v { float4 pos: POSITION; float2 tc: TEXCOORD0; }; struct v2f { float4 pos: SV_POSITION; float2 tc: TEXCOORD0; }; #include #ifdef VERTEX_SHADER v2f main (a2v inp) { v2f outp; outp.pos = mul(m_model, inp.pos); outp.pos = mul(m_view, outp.pos); outp.pos = mul(m_projection, outp.pos); outp.tc = inp.tc; return outp; } #endif #ifdef FRAGMENT_SHADER // float cvar_r_wateralpha; // float e_time; SamplerState s_diffuse; Texture2D t_diffuse; float4 main (v2f inp) : SV_TARGET { float2 ntc; float4 r; ntc.x = inp.tc.x + sin(inp.tc.y+e_time)*0.125; ntc.y = inp.tc.y + sin(inp.tc.x+e_time)*0.125; r = t_diffuse.Sample(s_diffuse, ntc); #ifdef ALPHA r.a = float(ALPHA); #else // r.a *= r_wateralpha; #endif return r; } #endif