//================================================================
//ݒl
//Texture
sampler sampler0_ : register(s0);

float seed_; // }XNSW(0`1)

//--------------------------------
//}XNpeNX`
//ʕ(}XNeNX`TCY)
texture textureMask_;
sampler samplerMask_ = sampler_state
{ 
	Texture = <textureMask_>;
};


//================================================================
//--------------------------------
//sNZVF[_͒l
struct PS_INPUT
{
	float4 diffuse : COLOR0;  //fBt[YF
	float2 texCoord : TEXCOORD0; //eNX`W
	float2 vPos : VPOS; //`W
};

//--------------------------------
//sNZVF[_o͒l
struct PS_OUTPUT
{
	float4 color : COLOR0; //o͐F
};


//================================================================
// VF[_
//--------------------------------
//sNZVF[_
PS_OUTPUT PsMaskFade( PS_INPUT In ) : COLOR0
{
	PS_OUTPUT Out;

	//--------------------------------
	// }XNp̃eNX`F擾
	// r:x  g:xmCY  b:ymCY
	float2 maskUV = float2(seed_*1.0f + In.texCoord.x*0.125f, In.texCoord.y);
	float4 colorMask = tex2D(samplerMask_, maskUV);

	//--------------------------------
	//eNX`̐F
	float2 texPos = float2(In.texCoord.x+colorMask.g/8.0f, In.texCoord.y+colorMask.b/2.0f);
	float4 colorTexture = tex2D(sampler0_, texPos);

	//_fBt[YF
	float4 colorDiffuse = In.diffuse;

	//
	float4 color = colorTexture * colorDiffuse;
	Out.color = color;

	//--------------------------------
	Out.color.a *= (1.0f - colorMask.r);

	return Out;
}


//================================================================
//--------------------------------
//technique
technique TecMaskFade
{
	pass P0
	{
		PixelShader = compile ps_3_0 PsMaskFade();
	}
}

