// Pixel shader input structure struct PS_INPUT { float4 Position : POSITION; float2 Texture : TEXCOORD0; }; // Pixel shader output structure struct PS_OUTPUT { float4 Color : COLOR0; }; // Global variables sampler2D Tex0; float fAmplitude; float fPeriods; float fFreq; float fLight; PS_OUTPUT ps_main( in PS_INPUT In ) { // Output pixel PS_OUTPUT Out; float fY = In.Texture.y; float fShadow; In.Texture.y = In.Texture.y + (sin((In.Texture.x+fFreq)*fPeriods)*fAmplitude); fShadow = (In.Texture.y-fY)*100.0f*fLight*fAmplitude; Out.Color = tex2D(Tex0, In.Texture.xy); Out.Color.rgb = Out.Color.rgb+fShadow; return Out; } // Effect technique technique tech_main { pass P0 { // shaders VertexShader = NULL; PixelShader = compile ps_2_0 ps_main(); } }