sampler sampler0_ : register(s0);

struct PS_INPUT{
	float4 color : COLOR0;
	float2 texCoord : TEXCOORD0;
	float vPos : VPOS;
};

struct PS_OUTPUT{
	float4 color : COLOR0;
};

PS_OUTPUT PsShader( PS_INPUT In ) : COLOR0{

	PS_OUTPUT Out;
	
	In.texCoord.y = In.texCoord.y  + (sin(In.texCoord.y*100-600)*0.03); 
	float4 color = tex2D(sampler0_, In.texCoord);

	Out.color = color;
	return Out;
}

technique TecShader{
	pass P0{
		PixelShader = compile ps_3_0 PsShader();
	}
};
