// $MinimumShaderProfile: ps_2_0 sampler s0 : register(s0); float4 p0 : register(c0); #define width (p0[0]) #define height (p0[1]) #define clock (p0[3]) #define PI acos(-1) float4 main(float2 tex : TEXCOORD0) : COLOR { float4 c0 = tex2D(s0, tex); float3 lightsrc = float3(sin(clock * PI / 1.5) / 2 + 0.5, cos(clock * PI) / 2 + 0.5, 1); float3 light = normalize(lightsrc - float3(tex.x, tex.y, 0)); c0 *= pow(dot(light, float3(0, 0, 1)), 50); return c0; }