#version 100
precision mediump float;varying vec4 col;varying vec3 nrm;varying vec2 uv;float 
time;uniform sampler2D tex0;uniform float factorTex;uniform float factorPix;uniform 
vec2 iResolution;vec2 iPixResolution = iResolution/factorPix;void main(){vec2 
uv_background = gl_FragCoord.xy / iPixResolution.xy;vec2 rUV = nrm.xy*.5 + vec2
(.5,.5);vec4 c = texture2D(tex0,uv_background-rUV*0.1);c+=pow(length(rUV),2.)*vec4
(1.,1.,1.,0.)*.1;c.a=col.a;gl_FragColor = c;}