// $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; }; float4 main(float4 pos : SV_POSITION, float2 coord : TEXCOORD) : SV_Target { float4 c0 = 0; coord.x += sin(coord.x + clock / 0.3) / 20; coord.y += sin(coord.x + clock / 0.3) / 20; if (coord.x >= 0 && coord.x <= 1 && coord.y >= 0 && coord.y <= 1) { c0 = tex.Sample(samp, coord); } return c0; }