uniform sampler2D texture;
uniform vec2 mouse;

void main()
{
	float len = distance(gl_TexCoord[0].xy, mouse) * 7.0;

    vec2 coords = gl_TexCoord[0].xy;
	if (len < 1.0)
		coords += (gl_TexCoord[0].xy - mouse) * len;

    gl_FragColor = texture2D(texture, coords) * gl_Color;	
}
