#version 150 #extension GL_ARB_texture_rectangle : enable uniform sampler2DRect tex; uniform float time; vec2 focus = vec2(0.7,0.3); float rand(vec2 co){ return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); } float bcos(float s, float x) { return cos(x) / (s + abs(cos(x))) * (1 + s); } float bsin(float s, float x) { return sin(x) / (s + abs(sin(x))) * (1 + s); } vec4 channel(float t, float i) { return texture2DRect(tex, vec2(t * "TIMERES", i)); } float pi = acos(-1.0); float pi2 = pi * 2;