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- sampler s0 : register(s0);
- float4 p0 : register(c0);
- float4 p1 : register(c1);
- #define width (p0[0])
- #define height (p0[1])
- #define counter (p0[2])
- #define clock (p0[3])
- #define one_over_width (p1[0])
- #define one_over_height (p1[1])
- #define PI acos(-1)
- #define intensity 0.3
- float4 main(float2 tex : TEXCOORD0) : COLOR {
- float4 c0 = tex2D(s0, tex);
- c0.r += sin(clock)*intensity;
- c0.g -= cos(clock)*intensity;
- c0.b += cos(clock)*intensity;
- float2 pos = float2(0.5, 0.5);
- float dst = distance(tex,pos);
- float r = 0.1;
- float d = 0.01;
- if(dst > r-d && dst < r+d)
- c0.rgb = float3(0,0,0);
- pos = float2(0.7, 0.5);
- dst = distance(tex,pos);
- if(dst > r-d && dst < r+d)
- c0.rgb = float3(0,0,0);
- if(abs(tex.x+r/2) > 0.6-r/2 && abs(tex.x+r/3) < 0.6-r/2 && tex.y < 0.4)
- c0.rgb = float3(0,0,0);
- if(abs(tex.x+r/2)-r*2 > 0.6-r/2 && abs(tex.x+r/3)-r*2 < 0.6-r/2 && tex.y < 0.4)
- c0.rgb = float3(0,0,0);
- if(tex.x>0.5 && tex.x<0.7 && (tex.y < 0.03 || (tex.y < 0.2 && tex.y> 0.15)))
- c0.rgb = float3(0,0,0);
- if(tex.x>0.59 && tex.x<0.62 && tex.y < 0.1)
- c0.rgb = float3(0,0,0);
- return c0;
- }
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