precision mediump float;
varying vec2 texCoord;
varying float lasery;
varying float noise;
uniform sampler2D textureUnit0;
void main ()
{
    vec4 base = texture2D(textureUnit0, texCoord)*clamp((1.0-((2.0*(lasery-0.5)) * (2.0*(lasery-0.5)))) * 1000.0,0.0,1.0)*noise;
    base.a = 1.0;
    gl_FragColor = base;
}