#include #include typedef union COLOR { COLORREF rgb; struct { BYTE blue; BYTE green; BYTE red; }; } COLOR; DWORD WINAPI shader7(LPVOID lpParam) { int x = GetSystemMetrics(SM_CXSCREEN); int y = GetSystemMetrics(SM_CYSCREEN); int j = 1; int c = 0; COLOR* data = (COLOR*)VirtualAlloc(0, (x * y + x) * sizeof(COLOR), MEM_COMMIT, PAGE_READWRITE); HDC hdc = GetDC(0); HDC mdc = CreateCompatibleDC(hdc); HBITMAP bmp = CreateBitmap(x, y, 1, 32, data); SelectObject(mdc, bmp); while (true) { BitBlt(mdc, 0, 0, x, y, hdc, 0, 0, SRCCOPY); GetBitmapBits(bmp, x * y * sizeof(COLOR), data); for (int x2 = 0; x2 < x; x2++) { for (int y2 = 0; y2 < y; y2++) { int j = c * 4; int wave = (int)(j + (j * ((x2 * x2) + (y2 * y2)) / 64)); data[y2 * x + x2].rgb += wave; } } c++; SetBitmapBits(bmp, x * y * sizeof(COLOR), data); BitBlt(hdc, 0, 0, x, y, mdc, 0, 0, SRCCOPY); Sleep(10); } } int main() { CreateThread(0, 0, shader7, 0, 0, 0); Sleep(-1); }