uniform sampler2D SCREEN_TEXTURE; uniform highp float boozePower; const highp float TimeScale = 0.5; const highp float DistortionScale = 0.01; void fragment() { highp float mod = mix(0.0, DistortionScale, boozePower); highp vec2 coord = FRAGCOORD.xy * SCREEN_PIXEL_SIZE.xy; highp float time = TIME * TimeScale; highp vec2 offset = vec2((mod * 1.5) * sin(time * 1.5), (mod * 2.0) * cos(time * 1.5 - 0.2)); highp vec4 tex1 = zTextureSpec(SCREEN_TEXTURE, coord + offset); if (boozePower > 0.5) { offset = vec2((mod * 2.0 - DistortionScale) * sin(time * 0.333 - 0.2), (mod * 2.0 - DistortionScale) * cos(time * 0.333)); tex1 = mix(tex1, zTextureSpec(SCREEN_TEXTURE, coord + offset), mix(0.0, 0.3, boozePower*2.0-1.0)); } offset = vec2((mod * 1.0) * sin(time * 1.0 + 0.1), (mod * 1.0) * cos(time * 1.0)); COLOR = mix(tex1, zTextureSpec(SCREEN_TEXTURE, coord + offset), mix(0.0, 0.5, boozePower)); }