oppenheimer I'm sorry, i have no experience but it gave me error because it cannot convert float at line 0:13
#ifdef GL_ES
precision highp float;
#endif
uniform float p;
uniform float amount;
uniform float seed;
uniform float lines;
uniform lowp sampler2D sampleFront;
float rand(vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
void main( void ) {
vec2 myPos = position;
float y = floor(lines*myPos.y)/lines;
float disf = 0.01*(cos(myPos.y*130.0+p*10.0)+sin(myPos.y*183.0+p*80.0));
float parity = 0.0; if(mod(y*lines, 2.)>0.5) parity=1.; else parity=-1.;
float a = smoothstep(0.0, 1.0, p);
myPos.x = amount*a*(y*0.3+disf)+myPos.x+
amount*0.5*parity*smoothstep(0.6, 0.65, p)*(sin(myPos.y*(12.0+40.0*seed))+smoothstep(0.64, 0.65, p));
vec4 colorInput = texture2D( sampleFront, myPos );
gl_FragColor = colorInput;
}