uniform float4x4 ViewProj; uniform texture2d image; uniform texture2d displacementMap; uniform float2 texelScale; uniform float2 displacementScale; sampler_state textureSampler { Filter = Trilinear; AddressU = Wrap; AddressV = Wrap; }; sampler_state dispTextureSampler { Filter = Trilinear; AddressU = Clamp; AddressV = Clamp; }; struct VertDataIn { float4 pos : POSITION; float2 uv : TEXCOORD0; }; struct VertDataOut { float4 pos : POSITION; float2 uv : TEXCOORD0; }; VertDataOut VSDefault(VertDataIn v_in) { VertDataOut vert_out; vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj); vert_out.uv = v_in.uv; return vert_out; } float4 PSDisplace(VertDataOut v_in) : TARGET { float2 disp = displacementMap.Sample(dispTextureSampler, v_in.uv).rg - float2(0.5, 0.5); // Handle 0..255 correctly (127, 128 are center) float2 signdisp = disp * float2(281474976710656.0, 281474976710656.0); float2 signs = float2(clamp(disp.r, -1.0, 1.0), clamp(disp.g, -1.0, 1.0)); disp = (floor(abs(disp * 127.0)) / 127.0) * signs; float2 uv = v_in.uv + (disp * texelScale * displacementScale); float4 rgba = image.Sample(textureSampler, uv); return rgba; } technique Draw { pass { vertex_shader = VSDefault(v_in); pixel_shader = PSDisplace(v_in); } }