Have you tried this one for dx11?
effect_scroll.fx
string Description = "Effect Scroll Shader";
#include "constantbuffers.fx"
#include "settings.fx"
float4x4 WorldViewProj : WorldViewProjection;
float time : time;
float sintime : SinTime;
float directionX = 0.0f;
float directionY = 0.3f;
Texture2D BaseTex : register( t0 );
SamplerState SampleWrap
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Wrap;
AddressV = Wrap;
};
struct app_in
{
float3 pos : POSITION0;
float3 Normal : NORMAL0;
float2 uv : TEXCOORD0;
};
struct vs_out
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
vs_out DefaultVertexShader( app_in IN )
{
vs_out OUT;
OUT.pos = mul( float4(IN.pos,1), WorldViewProj );
OUT.uv = IN.uv + float2(directionX,directionY)*time;
return OUT;
}
float4 DefaultPixelShader( vs_out IN ) : COLOR
{
return BaseTex.Sample(SampleWrap,IN.uv);
}
technique11 All
{
pass MainPass
{
SetVertexShader(CompileShader(vs_5_0, DefaultVertexShader()));
SetPixelShader(CompileShader(ps_5_0, DefaultPixelShader()));
SetGeometryShader(NULL);
}
}
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit, Screen resolution 1680 x 1050.