uniform float amount; uniform vec2 resolution; // screen resolution vec4 process(vec4 col) { float alpha = texture2D(texture, v_texcoord)[3]; vec3 p = gl_FragCoord.xyz/vec3(resolution, 1.0)-.5; vec4 color = texture2D(texture,.5+(p.xy*=.992)); vec3 o = color.rgb; for (float i=0.;i