// $MinimumShaderProfile: ps_4_0 Texture2D tex : register(t0); SamplerState samp : register(s0); cbuffer PS_CONSTANTS : register(b0) { float2 pxy; float2 wh; uint counter; float clock; }; #define PI acos(-1) float4 main(float4 pos : SV_POSITION, float2 coord : TEXCOORD) : SV_Target { float4 c0 = tex.Sample(samp, coord); float3 lightsrc = float3(sin(clock * PI / 1.5) / 2 + 0.5, cos(clock * PI) / 2 + 0.5, 1); float3 light = normalize(lightsrc - float3(coord.x, coord.y, 0)); c0 *= pow(dot(light, float3(0, 0, 1)), 50); return c0; }