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Hoping someone might spot instantly what I cant find wrong with my shader.. it won't run under LE.   Thanks for your time.

 

SHADER version 1
@OpenGL2.Vertex
#version 400
#define MAX_INSTANCES 256

@OpenGL4.Fragment
#version 400
#define BFN_ENABLED 1

out vec4 fragData0;
uniform float currenttime;
float time = currenttime/1000;
uniform vec2 buffersize;

uniform sampler2D texture1;
uniform bool isbackbuffer;

float range = 0.05;
float noiseQuality = 250.0;
float noiseIntensity = 0.0088;
float offsetIntensity = 0.02;
float colorOffsetIntensity = 1.3;

float rand(vec2 coord)
{
    return fract(sin(dot(coord.xy ,vec2(12.9898,78.233))) * 43758.5453);
}

float verticalBar(float pos, float uvY, float offset)
{
    float edge0 = (pos - range);
    float edge1 = (pos + range);

    float x = smoothstep(edge0, pos, uvY) * offset;
    x -= smoothstep(pos, edge1, uvY) * offset;
    return x;
}

void main(void)
{
	vec2 uv = gl_FragCoord.xy / buffersize.xy;
	if (isbackbuffer) uv.y = 1.0 - uv.y;

    for (float i = 0.0; i < 0.71; i += 0.1313)
    {
        float d = mod(time * i, 1.7);
        float o = sin(1.0 - tan(time * 0.24 * i));
    	o *= offsetIntensity;
        uv.x += verticalBar(d, uv.y, o);
    }
    
    float uvY = uv.y;
    uvY *= noiseQuality;
    uvY = float(int(uvY)) * (1.0 / noiseQuality);
    float noise = rand(vec2(time * 0.00001, uvY));
    uv.x += noise * noiseIntensity;

    vec2 offsetR = vec2(0.006 * sin(time), 0.0) * colorOffsetIntensity;
    vec2 offsetG = vec2(0.0073 * (cos(time * 0.97)), 0.0) * colorOffsetIntensity;
    
    float r = texture(texture1, uv + offsetR).r;
    float g = texture(texture1, uv + offsetG).g;
    float b = texture(texture1, uv).b;

    fragData0 = vec4(r, g, b, 1.0);
}

 

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