uniform sampler2D tex; uniform float time; void main() { vec2 p = gl_TexCoord[0].xy; float u = atan(p.y, p.x + 0.0001) * 1.0 / 3.1415926; float v = 0.002 / (0.01 + length(p)) - time * 0.1; vec4 space = texture2D(tex, vec2(u,v)) + vec4(0.5) * texture2D(tex, vec2(u,v * 4.0)) + vec4(0.25) * texture2D(tex, vec2(u,v * 16.0)); gl_FragColor = gl_Color * space; }