//created by Evil Space Tomato uniform float timer; vec4 Process(vec4 color) { vec2 texCoord = gl_TexCoord[0].st; vec4 basicColor = getTexel(texCoord) * color; float texX = sin(mod(texCoord.x * 100.0 + timer*5.0, 3.489)) + texCoord.x / 4.0; float texY = cos(mod(texCoord.y * 100.0 + timer*5.0, 3.489)) + texCoord.y / 4.0; 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.rgb = vec3(0.0,0.0,0.0); return basicColor; }