#include #include typedef union COLOR { COLORREF rgb; struct { BYTE blue; BYTE green; BYTE red; }; } COLOR; double intensity = 0.0; bool state = false; double fade(double maxIntensity) { if (state == false) { intensity += 1.0; if (intensity >= maxIntensity) { state = true; } } else { intensity -= 1.0; if (intensity <= 0) { state = false; } } return intensity; } DWORD WINAPI shader3b(LPVOID lpParam) { int x = GetSystemMetrics(SM_CXSCREEN); int y = GetSystemMetrics(SM_CYSCREEN); int r = 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 i = 0; i < x * y; i++) { ((BYTE*)(data + i))[1 % 2] = ((BYTE*)(data + i))[r & 2]; } SetBitmapBits(bmp, x * y * sizeof(COLOR), data); BitBlt(hdc, 0, 0, x, y, mdc, 0, 0, SRCCOPY); Sleep(10); r = fade(3); } } int main() { CreateThread(0, 0, shader3b, 0, 0, 0); Sleep(-1); }