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- 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));
- }
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