¡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.