sampler2D g_samSrcColor; float random = 0.0; float PercentElapsed = 0.0; float4 SplashLogoShader( float2 Tex : TEXCOORD0 ) : COLOR0 { float4 Color; float2 TexB = Tex; if( PercentElapsed < 0.5 ) { Color = tex2D( g_samSrcColor, Tex.xy ) * ( PercentElapsed * 2 ) * 0.5; float origTexy = Tex.y; Tex.y = Tex.y + random / 1000; Tex.x += (cos( Tex.y * random ) * random / 1000) * 0.5; Tex.y += (sin( Tex.x * random ) * random / 1000) * 0.5; Color += tex2D( g_samSrcColor, Tex.xy ) * ( PercentElapsed * 2 ) * 0.20; } else { Color = tex2D( g_samSrcColor, Tex.xy ) * ( 2.0 - PercentElapsed * 2 ) * 0.5; float origTexy = Tex.y; Tex.y = Tex.y + random/ 1000; Tex.x += (cos( Tex.y * random ) * random / 1000) * 0.5; Tex.y += (sin( Tex.x * random ) * random / 1000) * 0.5; Color += tex2D( g_samSrcColor, Tex.xy ) * ( 2.0 - PercentElapsed * 2 ) * 0.20; } return Color * 1.5; } technique PostProcess { pass p0 { VertexShader = null; PixelShader = compile ps_2_0 SplashLogoShader(); } }