in vec2 texCoord;

uniform sampler2D colorMap;
uniform sampler2D distortMap;

uniform vec4 glColor;

uniform float iTime;
uniform float testvalue;

void main (void)
{
	vec2 distort=vec2(0,0);
	distort.x=(1.0/10.0)*texture2D(distortMap, (texCoord*vec2(3.0,1.0)+vec2(0,iTime/8.0))*0.25);
	distort.y=(1.0/10.0)*texture2D(distortMap, (vec2(0,0.35)+vec2(texCoord.y,texCoord.y)+vec2(0,iTime/5.75))*0.25);
	vec4 color = texture2D(colorMap, texCoord+distort)*glColor;
	color.r/=2.0/1.66;
	color.g/=1.06001;
	color.b*=2.0;
	gl_FragColor = color;
}
