uniform sampler2D tex0;
uniform sampler2D dot3;
uniform float phase;
uniform float strength;

varying vec4 tc;
varying vec4 dc;

void main(void)
{
   vec4 c = tc + texture2D(dot3, vec2(dc.x + phase, dc.z)) * strength;
   gl_FragColor = texture2DProj(tex0, c) * 0.95;
}
