//created by Evil Space Tomato uniform float timer; vec4 ProcessTexel() { vec2 texCoord = gl_TexCoord[0].st; vec2 texSplat; const float pi = 3.14159265358979323846; texSplat.x = texCoord.x + mod(sin(pi * 2.0 * (texCoord.y + timer * 2.0)),0.1) * 0.1; texSplat.y = texCoord.y + mod(cos(pi * 2.0 * (texCoord.x + timer * 2.0)),0.1) * 0.1; vec4 basicColor = getTexel(texSplat); float texX = sin(texCoord.x * 100.0 + timer*5.0); float texY = cos(texCoord.x * 100.0 + timer*5.0); float vX = (texX/texY)*21.0; float vY = (texY/texX)*13.0; float test = mod(timer*2.0+(vX + vY), 0.5); basicColor.a = basicColor.a * test; return basicColor; }