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

//--------------------------------
float power_;	// 䂪ݗ
float seed_;	// ۂ


//================================================================
//--------------------------------
//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 PsNoise( PS_INPUT In ) : COLOR0
{
	PS_OUTPUT Out;

	//--------------------------------
	float2 texUV = In.texCoord;
	texUV.x += (fmod(pow(seed_%128+texUV.y, 2), 0.01f) - 0.005f)*power_;

	//--------------------------------
	//eNX`̐F
	float4 colorTexture = tex2D(sampler0_, texUV);

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

	//
	float4 color = colorTexture * colorDiffuse;

	Out.color = color;

	return Out;
}


//================================================================
//--------------------------------
//technique
technique TecNoise
{
	pass P0
	{
		PixelShader = compile ps_3_0 PsNoise();
	}
}

