#version 330

smooth in vec2 v_uv;

out vec4 result;

uniform sampler2D source;
uniform sampler2D noise;

uniform float time;
uniform float param;

uniform vec4 bounds;
uniform vec2 focus;

void main()
{
  result.rgb = (1.0 - param * param) * texture(source, v_uv).rgb;
  result.a = 1.0;
}
