uniform highp float phase; vec4 effect(vec4 color,sampler2D tex,vec2 texCoord,vec2 scrCoord){ float x=scrCoord.x/love_ScreenSize.x; float y=scrCoord.y/love_ScreenSize.y; return vec4( .8-y*.7+.2*sin(phase/6.26), .2+y*.5+.15*sin(phase/4.), .2+x*.6-.1*sin(phase/2.83), .4 ); }