Plasma is imported as HLSL Shader:
plain code:
float2 resolution = {800,600}; // add your used Demo screen resolution
float time;
float4 MyShader(float2 Tex : TEXCOORD) : COLOR
{
float4 Color;
float x = Tex.x * resolution.x ;
float y = Tex.y * resolution.y;
float mov0 = x+y+cos(sin(time)*2.)*100.+sin(x/100.)*1000.;
float mov1 = y / resolution.y / 0.2 + time;
float mov2 = x / resolution.x / 0.2 ;
float c1 = abs(sin(mov1+time)/2.+mov2/2.-mov1-mov2+time);
float c2 = abs(sin(c1+sin(mov0/1000.+time)+sin(y/40.+time)+sin((x+y)/100.)*3.));
float c3 = abs(sin(c2+cos(mov1+mov2+c2)+cos(mov2)+sin(x/1000.)));
return Color = float4( c1,c2,c3,1.0);
}
// ---------------------------------------------
// Vertex Shader
struct VS_INPUT
{
float3 position : POSITION;
float2 texture0 : TEXCOORD0;
};
struct VS_OUTPUT
{
float4 hposition : POSITION;
float2 texture0 : TEXCOORD0;
};
VS_OUTPUT myvs( VS_INPUT IN )
{
VS_OUTPUT OUT;
OUT.hposition = float4(IN.position.x ,IN.position.y ,IN.position.z, 1);
OUT.texture0 = IN.texture0;
return OUT;
}
// ---------------------------------------------
technique PostProcess
{
pass p1
{
// Lighting = True;
VertexShader = compile vs_3_0 myvs();
PixelShader = compile ps_3_0 MyShader();
}
}