#version 110

uniform sampler2D texture;
uniform float time;
uniform vec2 screen;

void main()
{
	vec2 uv1 = (gl_FragCoord.xy + vec2(cos(gl_FragCoord.y+time)*0.0+0.0, 0.0)) / screen;
	vec2 uv2 = (gl_FragCoord.xy + vec2(8.0+cos(gl_FragCoord.y/100.0+time)*4.0, -4.0+sin(gl_FragCoord.x/100.0+time)*2.0)) / screen;
	vec2 uv3 = (gl_FragCoord.xy + vec2(-4.0+cos(gl_FragCoord.y/100.0+time)*4.0, 8.0+sin(gl_FragCoord.x/100.0+time)*2.0)) / screen;
	
	//float hurr = 1.0;
	
	float hurr = 2.0-(cos(cos(sin(gl_FragCoord.x/10.0)*2.0+gl_FragCoord.y/2.0+time*3.0))-0.5)*2.0;
	
	vec4 c1 = texture2D(texture, uv1);
	vec4 c2 = texture2D(texture, uv2);
	vec4 c3 = texture2D(texture, uv3);
	
	gl_FragColor = vec4(c1.rg * (hurr/2.0+0.5), c1.b, 1.0);
}

