uniform float timer; vec4 ProcessTexel() { vec2 texCoord = vTexCoord.st; const float pi = 3.14159265358979323846; vec2 offset = vec2(0.0,0.0); offset.y = 0.5 + sin(pi * 2.0 * (texCoord.y + timer * 0.61 + 900.0/8192.0)) + sin(pi * 2.0 * (texCoord.x * 2.0 + timer * 0.36 + 300.0/8192.0)); offset.x = 0.5 + sin(pi * 2.0 * (texCoord.y + timer * 0.49 + 700.0/8192.0)) + sin(pi * 2.0 * (texCoord.x * 2.0 + timer * 0.49 + 1200.0/8192.0)); texCoord += offset * 0.025; return getTexel(texCoord); }