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

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//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;
basicColor.r = basicColor.g = basicColor.b = 0.0;
return basicColor;
}