Backlog/engine/rend/shaders/lit_mesh.frag.hlsl

21 lines
507 B
HLSL

Texture2D<float4> 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;
}