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// Cyrille Henry 2007
uniform float K;
uniform sampler2D tex0;
void main()
{
gl_TexCoord[0] = gl_MultiTexCoord0;
float xs1 = sin((1.2 + gl_TexCoord[0].s)*(2.3+gl_TexCoord[0].t));
float xs2 = sin(xs1*533.);
float xs3 = K * sin(xs2*1013.);
float ys1 = sin((2.1 + gl_TexCoord[0].s)*(3.2+gl_TexCoord[0].t));
float ys2 = sin(ys1*5313.);
float ys3 = K * sin(ys2*10113.);
gl_Position = gl_ModelViewProjectionMatrix * (gl_Vertex + vec4(xs3,ys3,0.,0.));
}
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