#if OPENGL #define SV_POSITION POSITION #define VS_SHADERMODEL vs_3_0 #define PS_SHADERMODEL ps_3_0 #else #define VS_SHADERMODEL vs_4_0_level_9_1 #define PS_SHADERMODEL ps_4_0_level_9_1 #endif matrix WorldViewProjection; sampler s0 : register (s0); float Time; float2 textureSize; Texture2D NoiseTexture; sampler2D NoiseSampler = sampler_state { Texture = ; }; float4 MainPS(float2 coords: TEXCOORD0) : COLOR0 { float2 up_limit = float2(0.0, 0.0) + float2(Time, Time); float2 down_limit = textureSize - float2(Time, Time); float4 output_col; if (coords.x < up_limit.x || coords.y < up_limit.y) { output_col = float4(0.0, 0.0, 0.0, 0.0); return output_col; } if (coords.x > down_limit.x || coords.y > down_limit.y) { output_col = float4(0.0, 0.0, 0.0, 0.0); return output_col; } return tex2D(s0, coords); } technique BasicColorDrawing { pass P0 { PixelShader = compile PS_SHADERMODEL MainPS(); } };