     vec2 xy2 = (xy) * pullingLength;
     xy2 += xy * (1 - dist) * (1 - dist) * pullingLength * pulling * 0.25;
     
-    vec2 localTc = (position + xy2) / love_ScreenSize.xy;
-    
-    tcX += localTc.x;
-    tcY += localTc.y;
-    
+    tcs[nbTc] = (position + xy2) / love_ScreenSize.xy;
     nbTc++;
   }
   

    return Texel(texture, texture_coords);
  }
  
  vec2 tc = vec2(tcX, tcY) / nbTc;
  
  return Texel(texture, tc);
}

  float waveIn = mod(-timer, 1);
  float waveOut = mod(timer, 1);
  
  vec2 tcs[14];
  int nbTc = 0;

  for(int i = 0; i < 4; i++){
