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37 lines
851 B
HLSL
37 lines
851 B
HLSL
#if OPENGL
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#define SV_POSITION POSITION
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#define VS_SHADERMODEL vs_3_0
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#define PS_SHADERMODEL ps_3_0
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#else
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#define VS_SHADERMODEL vs_4_0_level_9_1
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#define PS_SHADERMODEL ps_4_0_level_9_1
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#endif
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#define PI 3.1415926538
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sampler s0;
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int width;
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int height;
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float scale;
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float brightness;
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float offset;
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float offsetWidth;
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float offsetHeight;
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float4 PixelShaderFunction(float4 pos : SV_Position, float4 color0 : COLOR0, float2 coords : TEXCOORD0) : COLOR0
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{
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// offset
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float offsetX = sin(offset + coords.y * (height / scale) / offsetHeight * PI + PI / 2) * (offsetWidth / (width / scale));
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return tex2D(s0, float2(coords.x + offsetX, coords.y)) * (1 - brightness) + float4(1, 1, 1, 1) * brightness;
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}
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technique Technique1
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{
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pass Pass1
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{
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PixelShader = compile PS_SHADERMODEL PixelShaderFunction();
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}
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}
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