//created by Evil Space Tomato uniform float timer; vec4 Process(vec4 color) { vec2 texCoord = gl_TexCoord[0].st; vec4 basicColor = getTexel(texCoord) * color; texCoord.x = float( int(texCoord.x * 128.0) ) / 128.0; texCoord.y = float( int(texCoord.y * 128.0) ) / 128.0; 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; }