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; | |
} |