4 uniform sampler2D render;
12 vec2 p = gl_TexCoord[0].st;
17 a += int(1254.2654*time);
22 a -= int(1254.2654*p.x);
27 a ^= int(1254.2654*p.y);
32 float hurlx = (2*float((a%1483))/1484)-1;
35 float hurly = (2*float((a%3591))/3590)-1;
37 gl_FragColor = texture2D(render, p+0.01*var*vec2(hurlx,hurly));