Texture2D Image: register(s0); Texture3D Rand: register(s1); Texture3D Noise: register(s2); SamplerState g_sam3D { Filter = MIN_MAG_LINEAR_MIP_POINT; AddressU = Wrap; AddressV = Wrap; AddressW = Wrap; }; SamplerState g_sam2D { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; float4 OldTV_ps(float4 posIn: SV_POSITION, float2 img: TEXCOORD0, uniform float distortionFreq: register(c3), uniform float distortionScale: register(c4), uniform float distortionRoll: register(c5), uniform float interference: register(c7), uniform float frameLimit: register(c8), uniform float frameShape: register(c0), uniform float frameSharpness: register(c1), uniform float time_0_X: register(c2), uniform float sin_time_0_X: register(c6) ) : SV_Target { // Define a frame shape float2 pos = abs((img - 0.5) * 2.0); float f = (1 - pos.x * pos.x) * (1 - pos.y * pos.y); float frame = saturate(frameSharpness * (pow(abs(f), frameShape) - frameLimit)); // Interference ... just a texture filled with rand() float4 rand = Rand.Sample(g_sam2D, float3(1.5 * pos, time_0_X)); rand -= float4(0.2,0.2,0.2,0.2); // Some signed noise for the distortion effect float4 noisy = Noise.Sample(g_sam3D, float3(0, 0.5 * pos.y, 0.1 * time_0_X)); noisy -= float4(0.5,0.5,0.5,0.5); // Repeat a 1 - x^2 (0 < x < 1) curve and roll it with sinus. float dst = frac(pos.y * distortionFreq + distortionRoll * sin_time_0_X); dst *= (1 - dst); // Make sure distortion is highest in the center of the image dst /= 1 + distortionScale * abs(pos.y); // ... and finally distort img.x += distortionScale * noisy.x * dst; float4 image = Image.Sample(g_sam2D, img); // Combine frame, distorted image and interference return frame * (interference * rand.x + image); }