texture framebuffer
vec3 color
vec2 centerCoord;
float distortion;
float wave;

effect
{
        vec2 displace = centerCoord - _in;
        float scale = length(displace);

        float radius = abs(-sin(wave)*wave/4.3);

        float range = clamp(1-(scale/radius),0,1);
        displace =  displace * range * 0.4 * cos((wave/15.1)/scale);
	_out = framebuffer(_in + displace);    
	           
}