.5, 2.0 ) * time * 0.01;

				T1.x += noise.x * 2.0;
				T1.y += noise.y * 2.0;
				T2.x -= noise.y * 0.2;
				T2.y += noise.z * 0.2;

				float p = texture2D( texture1, T1 * 2.0 ).a;

				vec4 color = texture2D( texture2, T2 * 2.0 );
				vec4 temp = color * ( vec4( p, p, p, p ) * 2.0 ) + ( color * color - 0.1 );

				if( temp.r > 1.0 ) { temp.bg += clamp( temp.r - 2.0, 0.0, 100.0 ); }
				if( temp.g > 1.0 ) { temp.rb += temp.g - 1.0; }
				if( temp.b > 1.0 ) { temp.rg += temp.b - 1.0; }

				gl_FragColor =