commit 9b82becd704561aaaa03ccd2966671008e201b4d
Author: Leszek Koltunski <leszek@distorted.org>
Date:   Mon Aug 29 19:32:00 2016 +0100

    Improvements for WAVE

diff --git a/src/main/res/raw/main_vertex_shader.glsl b/src/main/res/raw/main_vertex_shader.glsl
index 0d17155..4c7ee93 100644
--- a/src/main/res/raw/main_vertex_shader.glsl
+++ b/src/main/res/raw/main_vertex_shader.glsl
@@ -356,15 +356,11 @@ void wave(in int effect, inout vec4 v)
   vec2 sincos = vUniforms[effect+1].xy;
 
   float amplitude = vUniforms[effect].x;
-  float angle     = vUniforms[effect].y;
   float length    = vUniforms[effect].z;
   float d = dot( vec2(-ps.y,-ps.x),sincos );
-  float num = length==0.0 ? 1.0 : d / length;
-  float floornum = floor(num);
-  float therest = num-floornum;
-  float phi = mod(floornum,2.0) == 0.0 ? 1.0-therest:therest;
+  float num = length==0.0 ? 0.0 : d / length;
 
-  v.xy += (phi*amplitude*deg*sincos);
+  v.xy += (sin(1.57*num)*amplitude*deg*sincos);
   }
 
 #endif
