#version 110 uniform float amount; uniform sampler2D tex0; uniform vec2 resolution; // screen resolution varying vec2 vTexCoord; #define T texture2D(tex0,.5+(p.xy*=.992)) void main() { float alpha = texture2D(tex0, vTexCoord)[3]; vec3 p = gl_FragCoord.xyz/vec3(resolution, 1.0)-.5; vec3 o = T.rgb; for (float i=0.;i