uniform sampler2D Texture0;
uniform float ampl;
uniform float time;

vec4 ps_main(in vec2 texCoord);

vec4 ps_main(in vec2 texCoord)
{
	float t;
	vec4 Color;

	t = (time / 500.0);
	texCoord.x += ((sin( (t + (texCoord.x * 50.0) )) * ampl) / 1024.0);
	Color = texture2D( Texture0, texCoord);
	return Color;
}

void main()
{
	vec4 xlat_retVal;
	xlat_retVal = ps_main( vec2(gl_TexCoord[0]));
	gl_FragData[0] = vec4(xlat_retVal);
}
