rendered paste bodysampler2D g_samSrcColor;
float random = 0.0;
float PercentElapsed = 0.0;
float4 SplashLogoShader( float2 Tex : TEXCOORD0 ) : COLOR0
{
float4 Color;
float2 TexB = Tex;
if( PercentElapsed < 0.5 )
{
Color = tex2D( g_samSrcColor, Tex.xy ) * ( PercentElapsed * 2 ) * 0.5;
float origTexy = Tex.y;
Tex.y = Tex.y + random / 1000;
Tex.x += (cos( Tex.y * random ) * random / 1000) * 0.5;
Tex.y += (sin( Tex.x * random ) * random / 1000) * 0.5;
Color += tex2D( g_samSrcColor, Tex.xy ) * ( PercentElapsed * 2 ) * 0.20;
}
else
{
Color = tex2D( g_samSrcColor, Tex.xy ) * ( 2.0 - PercentElapsed * 2 ) * 0.5;
float origTexy = Tex.y;
Tex.y = Tex.y + random/ 1000;
Tex.x += (cos( Tex.y * random ) * random / 1000) * 0.5;
Tex.y += (sin( Tex.x * random ) * random / 1000) * 0.5;
Color += tex2D( g_samSrcColor, Tex.xy ) * ( 2.0 - PercentElapsed * 2 ) * 0.20;
}
return Color * 1.5;
}
technique PostProcess
{
pass p0
{
VertexShader = null;
PixelShader = compile ps_2_0 SplashLogoShader();
}
}