void main() { vec4 tinted = texture(InputTexture,TexCoord); vec2 nc; vec2 sz = textureSize(InputTexture,0); vec2 px = 1./vec2(1920.); px.y *= sz.x/sz.y; for ( int j=-1; j<=1; j++ ) for ( int i=-1; i<=1; i++ ) { nc = TexCoord+px*vec2(i,j); tinted += texture(InputTexture,nc); } tinted /= 10.; vec2 coord = TexCoord; coord *= 4.; coord.y *= px.x/px.y; vec2 tc; tc.x = coord.x*cos(Timer)-coord.y*sin(Timer); tc.y = coord.x*sin(Timer)+coord.y*cos(Timer); tinted = mix(tinted,texture(StaticTexture,tc),.1); tinted = pow(tinted,vec4(.7,1.1,1.3,1.)); tinted *= vec4(1.2,.6,.5,1.); FragColor = tinted; }