sampler s0 : register(s0);
float4 p0 : register(c0);
float4 p1 : register(c1);

#define width (p0[0])
#define height (p0[1])
#define counter (p0[2])
#define clock (p0[3])
#define one_over_width (p1[0])
#define one_over_height (p1[1])

#define PI acos(-1)

float4 main(float2 tex : TEXCOORD0) : COLOR
{
	// don't look at this for too long, you'll get dizzy :)
	
	float4 c0 = 0;
	
	tex.x += sin(tex.x+clock/0.3)/20;
	tex.y += sin(tex.x+clock/0.3)/20;
	
	if(tex.x >= 0 && tex.x <= 1 && tex.y >= 0 && tex.y <= 1)
	{
		c0 = tex2D(s0, tex);
	}
	
	return c0;
}
