//created by Evil Space Tomato uniform float timer; vec4 ProcessTexel() { vec2 texCoord = vTexCoord.st; vec4 basicColor = getTexel(texCoord); ivec2 texSize = textureSize(tex, 0); texCoord.x = float( int(texCoord.x * texSize.x) ) / texSize.x; texCoord.y = float( int(texCoord.y * texSize.y) ) / texSize.y; float texX = texCoord.x / 3.0 + 0.66; float texY = 0.34 - texCoord.y / 3.0; 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; basicColor.r = basicColor.g = basicColor.b = 0.0; return basicColor; }