#include "common.hlsli" struct v2p { float2 tc0 : TEXCOORD0; // base float4 proj : TEXCOORD1; // base float4 c : COLOR0; // diffuse }; // Pixel uniform sampler s_distort; uniform sampler s_image; float4 main(v2p I) : COLOR { float2 uv = I.proj.xy / I.proj.w * float2(0.5f, -0.5f) + 0.5f; float4 distort = tex2D(s_distort, I.tc0); float factor = distort.a * dot(I.c.xyz, 0.33f); float2 offset = (distort.xy - (127.0f / 255.0f)) * factor; float3 image = tex2D(s_image, uv + offset * 0.05f).xyz; return float4(image.xyz, 1.0f); }