Texture2D Texture : register(t0, space2); SamplerState Sampler : register(s0, space2); cbuffer Uniforms : register(b0, space3) { float time; }; float4 main(float2 UV : TEXCOORD0, float3 WorldPos: TEXCOORD1) : SV_Target0 { float4 col = pow(Texture.Sample(Sampler, UV), 0.4545); float SPEEEEEEEEEEEEEED = 0; float strength = 0.0; col.r = col.r + strength * sin(time * SPEEEEEEEEEEEEEED) * WorldPos.x + strength * cos(time * SPEEEEEEEEEEEEEED) * WorldPos.y; return col; }