const matrix<float,4,4> matWorldViewProj;
texture entSkin2;
sampler map_sampler = sampler_state
{
Texture = <entSkin2>;
};
void ShiftPass_VS
(
in float4 inPos : POSITION0,in float2 inTex : TEXCOORD0,
out float4 outPos : POSITION0,out float2 outTex : TEXCOORD0
)
{
outPos = mul(inPos, matWorldViewProj);
outTex = inTex;
}
float4 ShiftPass_PS(in float2 inTex : TEXCOORD0) : COLOR
{
// play with these values
float2 coords = float2(inTex.x + 0.5,inTex.y);
return tex2D(map_sampler,coords);
}
technique ShaderTechnique
{
pass ShiftPass
{
VertexShader = compile vs_2_0 ShiftPass_VS();
PixelShader = compile ps_2_0 ShiftPass_PS();
}
}
technique fallback { pass one { } }