uniform float timer;
const float AMOUNT = 0.004;
const float AMOUNT2 = 0.00125;

vec4 Process(vec4 color)
{
	vec2 t = gl_TexCoord[0].st;

	t.x += (cos((cos(t.y) + timer) * 2.2 + (t.x * (32.0 + sin(t.y)))) * 0.2 + sin(pixelpos.x / 128 + pixelpos.y / 96 + timer * 1.2 + (t.y * 2.0))) * AMOUNT * (1.0 - t.y);
	t.y += (sin((sin(t.x) + timer) * 2.1 + (t.y * (32.0 + cos(t.x)))) * 0.2 + cos(pixelpos.y / 128 + pixelpos.x / 96 +  timer * 1.1 + (t.x * 2.0))) * AMOUNT2 * (1.0 - t.y);
	if(t.y < 0 || t.y > 1 || t.x < 0 || t.y > 1) {
		return vec4(0, 0, 0, 0);
	}
	return getTexel(t) * color * 1.0;
}