// 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 fAngle, Temp, Tcos, Tsin; PS_OUTPUT ps_main( in PS_INPUT In ) { // Output pixel PS_OUTPUT Out; In.Texture.x = In.Texture.x-0.5; In.Texture.y = In.Texture.y-0.5; fAngle = radians(fAngle); Tcos = cos(fAngle); Tsin = sin(fAngle); Temp = In.Texture.x * Tcos - In.Texture.y * Tsin + 0.5; In.Texture.y = In.Texture.y * Tcos + In.Texture.x * Tsin + 0.5; In.Texture.x = Temp; Out.Color = tex2D(Tex0, In.Texture.xy); return Out; } // Effect technique technique tech_main { pass P0 { // shaders VertexShader = NULL; PixelShader = compile ps_2_0 ps_main(); } }