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


// Size of Texture for each texture unit
uniform vec2		aaa_tex_size[];

// 0 = time
// 1 = mouse X
// 2 = mouse Y
// 3 = line weight
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)
{
	float an= sin(aaa_fu_float[0])/3.14157;
	float as= sin(an);
	float zoo = 0.23232+0.38*sin(0.7*aaa_fu_float[0]);

	vec2 position = (gl_TexCoord[0].st - 0.5)*3.3; //( gl_FragCoord.xy / aaa_tex_size[0].xy *3.3 );

	float color = 0.0;
	color += sin(position.x - position.y) ;
	color += sin(aaa_fu_float[0])* cos(sin(aaa_fu_float[0])*position.y*position.x*sin(position.x))+0.008;
	color += sin(aaa_fu_float[0])+position.x*sin(position.y*sin(sin(tan(cos (aaa_fu_float[0])))));
	gl_FragColor = vec4( vec3(sin(color*color)*4.0, sin(color*color) , color )*sin(aaa_fu_float[0]+position.x/(aaa_fu_float[0]*3.14)),aaa_fu_float[0]/10.828 );

}
