// $MinimumShaderProfile: ps_4_0 Texture2D tex : register(t0); SamplerState samp : register(s0); cbuffer PS_CONSTANTS : register(b0) { float2 pxy; float width; float height; uint counter; float clock; }; float4 main(float4 pos : SV_POSITION, float2 coord : TEXCOORD) : SV_Target { float4 c0 = 0; float2 ar = float2(16, 9); float h = (1 - width / height * ar.y / ar.x) / 2; if (coord.y >= h && coord.y <= 1 - h) { c0 = tex.Sample(samp, coord); } return c0; }