uniform sampler2D TextureSampler; uniform vec2 Position; void main() { vec4 texCoord = vec4(gl_TexCoord[0].xy, 0, 0); texCoord.x += (Position.x * 0.000250000); texCoord.y += (Position.y * 0.000250000); texCoord *= 0.500000; vec4 results = (vec4( 0.000000, 0.000000, 1.00000, 0.250000) * texture2D( TextureSampler, texCoord.xy)); texCoord.x += ((Position.x * 0.000250000) + 0.250000); texCoord.y += ((Position.y * 0.000250000) - 0.150000); texCoord *= 0.400000; results += (vec4( 0.000000, 1.00000, 0.000000, 0.150000) * texture2D( TextureSampler, texCoord.xy)); gl_FragColor = results; }