Use a shader constant in HLSL (see this introduction). Here is example HLSL code that uses timeInSeconds to modify the texture coordinate:
// HLSL
float4x4 view_proj_matrix;
float4x4 texture_matrix0;
// My time in seconds, passed in by CPU program
float timeInSeconds;
struct VS_OUTPUT
{
float4 Pos : POSITION;
float3 Pshade : TEXCOORD0;
};
VS_OUTPUT main (float4 vPosition : POSITION)
{
VS_OUTPUT Out = (VS_OUTPUT) 0;
// Transform position to clip space
Out.Pos = mul (view_proj_matrix, vPosition);
// Transform Pshade
Out.Pshade = mul (texture_matrix0, vPosition);
// Transform according to time
Out.Pshade = MyFunctionOfTime( Out.Pshade, timeInSeconds );
return Out;
}
And then in your rendering (CPU) code before you call Begin() on the effect you should call:
// C++
myLightSourceTime = GetTime(); // Or system equivalent here:
m_pEffect->SetFloat ("timeInSeconds ", &myLightSourceTime);
If you don't understand the concept of shader constants, have a quick read of the PDF. You can use any HLSL data type as a constant (eg bool, float, float4, float4x4 and friends).