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*.8-.1*sin(phase/6.26), .4+.1*sin(phase/4.)*(y+2.)/(y+5.), abs(.7-x*1.4+y*.5*sin(phase/16.)), .4 ); }