texture entSkin1;
texture mtlSkin2;
float4 vecTime;
float4 vecSkill41;
float fAlpha;
sampler sColorMap= sampler_state{
Texture = <entSkin1>;
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
sampler sHeightMap= sampler_state{
Texture = <mtlSkin2>;
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
AddressU = Wrap;
AddressV = Wrap;
};
struct PS_INPUT0{
float2 Tex : TEXCOORD0;
};
float4 main_ps(PS_INPUT0 IN): COLOR{
vecTime+=vecSkill41.x;
float2 Tex2=IN.Tex;
Tex2.y+=(vecTime.w/15);
float2 Tex3=IN.Tex;
Tex3.y+=(vecTime.w/8);
float Height= vecSkill41.z*tex2D(sHeightMap, vecSkill41.w*Tex2);
float2 OffsetTex= Height+IN.Tex;
Height= vecSkill41.z*tex2D(sHeightMap, -vecSkill41.w*Tex3);
OffsetTex-= Height;
float4 color = tex2D(sColorMap, OffsetTex);
color.w*=fAlpha*2;
color.x*=1.75;
color.y*=0.55;
color.z*=0.70;
return(color);
}
technique flame{
pass P0{
PixelShader = compile ps_2_0 main_ps();
}
}