SinWave.cg
¡float3 SinWave(float3 tex : TEXCOORD0) : COLOR {
¡ return (sin(sin(23*tex.x*tex.y)-10*tex.y)+1)/2;
¡}
¡
¡This shader is just using the texture coordinates, and some math.
¡Like position and normal, these are made available by OpenGL automatically
lBut if SinWave needed other parameters, we would obtain and modify them as usual.