//created by Evil Space Tomato uniform float timer; vec4 ProcessTexel() { vec2 texCoord = gl_TexCoord[0].st; vec4 basicColor = getTexel(texCoord); 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; }