uniform float timer; vec4 Process(vec4 color) { vec2 texCoord = gl_TexCoord[0].st; const float pi = 3.14159265358979323846; vec2 offset = vec2(0,0); offset.y = sin(pi * 2.0 * (texCoord.x + timer * 0.125)) * 0.1; offset.x = sin(pi * 2.0 * (texCoord.y + timer * 0.125)) * 0.1; texCoord += offset; return getTexel(texCoord) * color; }