P_COLOR vec4 FragmentKernel( P_UV vec2 texCoord ) {
P_COLOR vec4 c = texture2D(CoronaSampler0, texCoord);
P_COLOR float alpha = c.a;
P_COLOR vec4 gold = vec4(.87, .73, 0, alpha);
P_COLOR vec4 brightGold = vec4( 1, .84, 0, alpha);
P_COLOR float waveT = (texCoord.x * texCoord.y * 10.0);
P_COLOR float wavePos = sin(4.0 * CoronaTotalTime + waveT);
P_COLOR float gray = (c.r + c.g + c.b) * .33;
wavePos = wavePos * gray * gray * gray * gray;
P_COLOR vec4 finalGold = mix(gold, brightGold, wavePos);
P_COLOR float sharpGray = gray * gray * gray;
P_COLOR float finalGray = mix(sharpGray, gray, wavePos);
c = vec4(finalGray, finalGray, finalGray, alpha);
c = mix(c, finalGold, .75);
return CoronaColorScale(c);