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effectby Matias WilkmanColorGrayscaleTwo-toneShader binding failed!timegrayscaletwotoneModevoid main(){ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; gl_TexCoord[0] = gl_MultiTexCoord0; gl_FrontColor = gl_Color;}float rand(vec2 co){ return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);}uniform float time;uniform bool twotone;uniform bool grayscale;uniform sampler2D sampler0;void main(void){ vec2 texCoord = gl_TexCoord[0].xy; vec4 c_out = texture2D(sampler0, texCoord); texCoord.s += 8.64 * fract(texCoord.t + time); texCoord.t += 4.57 * fract(texCoord.s + time); if (grayscale && !twotone) c_out.rgb = vec3(mod(time+rand(vec2(texCoord.s+2.34*time, texCoord.t+3.14*time)), 1.0)); if (!grayscale && !twotone) c_out.rgb = vec3(mod(time+rand(texCoord+vec2(time)), 1.0), mod(time+rand(texCoord+vec2(2.0*time)), 1.0), mod(time+rand(texCoord+vec2(3.0*time)), 1.0)); if (twotone) if (mod(time+rand(texCoord + vec2(time)), 1.0) > 0.5) c_out.rgb = vec3(1.0); else c_out.rgb = 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