uniform float4x4 StateComplete;
sampler2D tex0;
float2 freq = { 0.01, 0.01 };
float2 amp = { 0.01, 0.01 };
float2 ofset = { 0, 0 };

void vsMain(
			in float4 pos: POSITION, 
			out float4 opos: POSITION, 
			in float2 tc: TEXCOORD, 
			out float2 otc: TEXCOORD)
{
	opos = mul(StateComplete, pos);
	otc = tc;
}

float4 psMain(in float2 t: TEXCOORD): COLOR
{
	t.x += (sin((t.x+ofset.x)*freq.x)+cos((t.y+ofset.x)*freq.x))*amp.x;
	t.y += (sin((t.y+ofset.y)*freq.y)+cos((t.x+ofset.y)*freq.y))*amp.y;
	return tex2D(tex0, t);
}