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cbuffer ConstantBuffer : register(b0)
{
float4x4 qt_Matrix;
float qt_Opacity;
float amplitude;
float frequency;
float time;
};
Texture2D source : register(t0);
SamplerState sourceSampler : register(s0);
float4 main(float4 position : SV_POSITION, float2 coord : TEXCOORD0) : SV_TARGET
{
float2 p = sin(time + frequency * coord);
return source.Sample(sourceSampler, coord + amplitude * float2(p.y, -p.x)) * qt_Opacity;
}
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