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


// 0 = time
// 1 = mouse X
// 2 = mouse Y
// 3 = Thickness
// 4 = PI factor
uniform float		aaa_fu_float[8];

// 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 )
{

	vec3 color = vec3(0);

	for(int i = 0; i < 3; i++){
		color.r = sin(aaa_fu_float[0] / float(i));
		color.g = cos(aaa_fu_float[0] * float(i));
		color.b = tan(aaa_fu_float[0] + float(i));
	}


	gl_FragColor = vec4(color, 1.0);

}