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// Cyrille Henry 2007
uniform float K1, seed;
uniform sampler2D tex0;
void main()
{
vec2 C = (gl_TextureMatrix[0] * gl_TexCoord[0]).st;
float xs1 = sin(gl_TexCoord[0].s*gl_TexCoord[0].t/(abs(seed)+1.));
float xs2 = sin(xs1*533.);
float xs3 = sin(xs2*1013.);
float ys1 = sin(gl_TexCoord[0].s*gl_TexCoord[0].t/(abs(seed)+1.));
float ys2 = sin(ys1*5313.);
float ys3 = sin(ys2*10113.);
gl_FragColor = texture2D(tex0, C + K1 * 0.01 *vec2(xs3,ys3)) ;
}
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