qzdoom/wadsrc/static/shaders/glsl/func_warp3.fp

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vec2 GetTexCoord()
{
vec2 texCoord = vTexCoord.st;
const float pi = 3.14159265358979323846;
vec2 offset = vec2(0.0,0.0);
float siny = sin(pi * 2.0 * (texCoord.y * 2.0 + timer * 0.75)) * 0.03;
offset.y = siny + sin(pi * 2.0 * (texCoord.x + timer * 0.75)) * 0.03;
offset.x = siny + sin(pi * 2.0 * (texCoord.x + timer * 0.45)) * 0.02;
return texCoord + offset;
}
vec4 ProcessTexel()
{
return getTexel(GetTexCoord());
}