public Vector4 Compute() { float phase = DirectX12GameEngine.Shaders.Numerics.Vector2.Length(Texturing.TexCoord - new Vector2(0.5f, 0.5f)); float value = (float)Math.Sin((phase + Global.TotalTime * Speed.Compute()) * 2.0f * 3.14f * Frequency.Compute()) * Amplitude.Compute(); value = value * 0.5f + 0.5f; return(new Vector4(value, value, value, 1.0f)); }