
// Uniform variables for texturing
uniform sampler2D 	aaa_tex2d[4];

// Dimension of textures : 0, 1, 2, 3 dimension, -1 if unused per Tex Unit
uniform	int			aaa_tex_dim[4];

// Size of Texture for each texture unit
uniform vec2		aaa_tex_0_size;

// 0 = time
// 1 = mouse X
// 2 = mouse Y
uniform float		aaa_pu_float[6];


void main(void)
{
	vec2 p = gl_FragCoord.xy / aaa_tex_0_size.xy;
	gl_FragColor = texture2D(aaa_tex2d[0], p+(texture2D(aaa_tex2d[0], p).rb-vec2(0.5))*0.1);
}