<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<!--
FurMark's post processing effect.
See at Geeks3D.com for a complete tutorial on how to code an effect for FurMark.
Tags (for searching on Geeks3D.com): furmark post-processing effect
-->
<furmark>
	<post_processing shape="torus">
		<!--texture filename="texture.jpg" uniform_sampler_name="fxTexture1" /-->
		<vertex_shader>
			<raw_data><![CDATA[	 
			void main()
			{
				gl_TexCoord[0] = gl_MultiTexCoord0;	
				gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;	
			}
			]]></raw_data>
		</vertex_shader>
		<pixel_shader>
			<raw_data><![CDATA[	 
      uniform sampler2D sceneBuffer;
			uniform float elapsedTime;
			uniform int sceneWidth;
			uniform int sceneHeight;
			//uniform sampler2D fxTexture1;
			void main ()
			{
        vec2 uv = gl_TexCoord[0].st;
        uv.x += cos(elapsedTime * 100.0) * 0.01;
        uv.y += sin(elapsedTime * 100.0) * 0.01;
				vec4 sceneColor = texture2D(sceneBuffer, uv);
				gl_FragColor = sceneColor;
			}
      
			]]></raw_data>
		</pixel_shader>
	</post_processing>
</furmark>