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


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

// 0 = iterations
uniform int			aaa_fu_int[4];

// balance between texture and effect
uniform float		aaa_fu_src;
uniform float		aaa_fu_out;

// Colors factors
// 0 = src colors
// 1 = out color
uniform vec4		aaa_fu_vec4[8];


void main(void)
{
	vec2 uv = gl_TexCoord[0].st;
	vec4 src = texture2D( aaa_tex2d[0], uv );

	float u 	= uv.x;
	float v 	= uv.y;

	//gl_FragColor = vec4( 0, fmod(angle*16,1.), 0, 1.0 );
	//gl_FragColor = vec4( fmod((u+.5)*16,1.), fmod((v+.5)*16,1.)	, 0, 1.0 );
	gl_FragColor = vec4( u+.5, 0	, 0, 1. );
}

