void SetupMaterial( inout Material mat ) { vec2 coord = vTexCoord.st; vec2 dist = 2.*texture(warptex,vTexCoord.st).xy-1.; dist.y *= abs(mod(dist.x+timer*3.34536,4.)-2.)-1.; coord.y += dist.y*.12; dist = 2.*texture(warptex,vTexCoord.st*2.0).xy-1.; dist.y *= abs(mod(dist.x+timer*5.45363,4.)-2.)-1.; coord.y -= dist.y*.09; coord.y = clamp(coord.y,0.,1.); mat.Base = getTexel(coord); mat.Bright = vec4(1.); // force fullbright mat.Normal = ApplyNormalMap(vTexCoord.st); }