float time_0_X:register(c0); float bands_speed:register(c1); float bands_amp:register(c2); sampler2D texture1:register(s0); float4 main(float2 x:texcoord):color { float2 xx = x; float4 color; xx.y += sin(time_0_X + x.x * 15) * .01; xx.y += sin(time_0_X + x.y * 15) * .01; if((x.y < .208) || (x.y > .794)) return(0); else { float decal = ((((sin(xx.y * bands_speed + sin(time_0_X) * 1024)) * .5) + .5) - xx.x) * bands_amp; color = tex2D(texture1, xx + decal) - bands_amp; color -= decal; return(color); } }