sampler2D Texture0;
float time = 0;
float ampl = 0; //amplitude in pixels

float4 ps_main( float2 texCoord  : TEXCOORD0 ) : COLOR
{
    float t = time / 500;
    texCoord.x += sin(t + texCoord.x*50)*ampl/1024.f;
    //texCoord.y += cos(t + texCoord.y*50)*ampl/768.f;
    float4 Color = tex2D(Texture0, texCoord); 
    
    return Color;
}
