struct Out {
	float4 color : COLOR;
};

uniform float time;

Out fMain(
	float2 tex : TEXCOORD0
)
{
	Out pixel;
	
	float distance = (tex.x - 0.5f)*(tex.x - 0.5f) + (0.5f - tex.y)*(0.5f - tex.y);
  	
  	float x = 0.5*sin(40.0*distance - 2*time) + 0.5;
  	float y = 0.5*sin(10.0*distance + time) + 0.5;
	pixel.color = float4(x, y, 0.5, 0.125*(x + y + 4*distance));
  
	return pixel;
}