Yes its subtle, and it should be, you cant go distorting the background any more then you just have colors and cant see anything; even before the swirling starts
here if anyone wants to see it ingame
#ifdef FLAG_LIGHT
uniform int n_lights;
#endif
#ifdef FLAG_DIFFUSE_MAP
uniform sampler2D sBasemap;
#endif
#ifdef FLAG_GLOW_MAP
uniform sampler2D sGlowmap;
#endif
#ifdef FLAG_SPEC_MAP
uniform sampler2D sSpecmap;
#endif
#ifdef FLAG_ENV_MAP
uniform samplerCube sEnvmap;
uniform bool alpha_spec;
varying vec3 envReflect;
#endif
#ifdef FLAG_NORMAL_MAP
uniform sampler2D sNormalmap;
varying mat3 tbnMatrix;
#endif
#ifdef FLAG_FOG
varying float fogDist;
#endif
#ifdef FLAG_ANIMATED
uniform sampler2D sFramebuffer;
uniform int effect_num;
uniform float anim_timer;
uniform float vpwidth;
uniform float vpheight;
#endif
varying vec4 position;
varying vec3 lNormal;
#if SHADER_MODEL == 2
  #define MAX_LIGHTS 2
#else
  #define MAX_LIGHTS 8
#endif
#define SPEC_INTENSITY_POINT 		5.3 // Point light
#define SPEC_INTENSITY_DIRECTIONAL 	3.0 // Directional light
#define SPECULAR_FACTOR 			1.75
#define SPECULAR_ALPHA 				0.1
#define SPEC_FACTOR_NO_SPEC_MAP 	0.6
#define ENV_ALPHA_FACTOR			0.3
#define GLOW_MAP_INTENSITY 			1.5
#define AMBIENT_LIGHT_BOOST 		1.0
void main()
{
	vec3 eyeDir = vec3(normalize(-position).xyz); // Camera is at (0,0,0) in ModelView space
	vec4 lightAmbientDiffuse = vec4(0.0, 0.0, 0.0, 1.0);
	vec4 lightDiffuse = vec4(0.0, 0.0, 0.0, 1.0);
	vec4 lightAmbient = vec4(0.0, 0.0, 0.0, 1.0); 
	vec4 lightSpecular = vec4(0.0, 0.0, 0.0, 1.0);
	vec2 texCoord = gl_TexCoord[0].xy;
 #ifdef FLAG_ANIMATED
	vec2 screenPos;
	if(effect_num == 2)
	{
		screenPos = gl_FragCoord.xy * vec2(vpwidth,vpheight);
	}
 #endif
 #ifdef FLAG_LIGHT
  #ifdef FLAG_NORMAL_MAP
	// Normal map - convert from DXT5nm
	vec3 normal;
	normal.rg = (texture2D(sNormalmap, texCoord).ag * 2.0) - 1.0;
  #ifdef FLAG_ENV_MAP	
	vec3 envOffset = vec3(0.0);
	envOffset.xy = normal.xy;
  #endif
	normal.b = sqrt(1.0 - dot(normal.rg, normal.rg));
	normal = tbnMatrix * normal;
	float norm = length(normal);
	if( length(normal) > 0.0)  // fix broken normal maps
		normal /= norm ;
	else
		normal = tbnMatrix * vec3(0.0, 0.0, 1.0);
  #else
	vec3 normal = lNormal;
  #endif
	
	vec3 lightDir;
	lightAmbient = gl_FrontMaterial.emission + (gl_LightModel.ambient * gl_FrontMaterial.ambient);
	float dist;
	#pragma optionNV unroll all
	for (int i = 0; i < MAX_LIGHTS; ++i) {
	  #if SHADER_MODEL > 2
		if (i > n_lights)
			break;
	  #endif
		float specularIntensity = 1.0;
		float attenuation = 1.0;
		
		// Attenuation and light direction
	  #if SHADER_MODEL > 2
		if (gl_LightSource[i].position.w == 1.0) {
	  #else
		if (gl_LightSource[i].position.w == 1.0 && i != 0) {
	  #endif
			// Positional light source
			float dist = distance(gl_LightSource[i].position.xyz, position.xyz);
			
			lightDir = (gl_LightSource[i].position.xyz - position.xyz);			
			
		  #if SHADER_MODEL > 2
			if (gl_LightSource[i].spotCutoff < 91.0) {  // Tube light
				float beamlength = length(gl_LightSource[i].spotDirection);
				vec3 beamDir = normalize(gl_LightSource[i].spotDirection);
				float neardist = dot(position.xyz - gl_LightSource[i].position.xyz , beamDir); // Get nearest point on line
				vec3 nearest = gl_LightSource[i].position.xyz - beamDir * abs(neardist); // Move back from the endpoint of the beam along the beam by the distance we calculated
				lightDir = nearest - position.xyz; 
				dist = length(lightDir);
			}
		  #endif
			
			lightDir = normalize(lightDir);
			
			attenuation = 1.0 / (gl_LightSource[i].constantAttenuation + (gl_LightSource[i].linearAttenuation * dist) + (gl_LightSource[i].quadraticAttenuation * dist * dist));
			
			specularIntensity = SPEC_INTENSITY_POINT;
		} else {
			// Directional light source
			lightDir = normalize(gl_LightSource[i].position.xyz);
			specularIntensity = SPEC_INTENSITY_DIRECTIONAL; // Directional light
		}
		// Ambient and Diffuse
		lightAmbient += (gl_FrontLightProduct[i].ambient * attenuation);
		lightDiffuse += (gl_FrontLightProduct[i].diffuse * (max(dot(normal, lightDir), 0.0)) * attenuation);
		// Specular
		float NdotHV = clamp(dot(normal, normalize(eyeDir + lightDir)), 0.0, 1.0);
		lightSpecular += ((gl_FrontLightProduct[i].specular * pow(NdotHV, gl_FrontMaterial.shininess)) * attenuation) * specularIntensity;
	}
	lightAmbientDiffuse = lightAmbient + lightDiffuse;
 #else
	lightAmbientDiffuse = gl_Color;
	lightSpecular = gl_SecondaryColor;
 #endif
 #ifdef FLAG_DIFFUSE_MAP
 // Base color
  #ifdef FLAG_ANIMATED
	vec4 baseColor;
	if(effect_num == 2)
	{
		baseColor = texture2D(sBasemap, texCoord+(1.0-anim_timer)*0.5*vec2(sin(screenPos.y*50.0)));
	}
	else
	{
		baseColor = texture2D(sBasemap, texCoord);
	}
  #else
	vec4 baseColor = texture2D(sBasemap, texCoord);
  #endif
 #else
	vec4 baseColor = gl_Color;
 #endif
 
	vec4 fragmentColor;
	fragmentColor.rgb = baseColor.rgb * max(lightAmbientDiffuse.rgb * AMBIENT_LIGHT_BOOST, gl_LightModel.ambient.rgb - 0.425);
	fragmentColor.a = baseColor.a;
 #ifdef FLAG_SPEC_MAP
 // Spec color
	fragmentColor.rgb += lightSpecular.rgb * (texture2D(sSpecmap, texCoord).rgb * SPECULAR_FACTOR);
	fragmentColor.a += (dot(lightSpecular.a, lightSpecular.a) * SPECULAR_ALPHA);
 #else
	fragmentColor.rgb += lightSpecular.rgb * (baseColor.rgb * SPEC_FACTOR_NO_SPEC_MAP);
 #endif
 #ifdef FLAG_ENV_MAP
 // Env color
  #ifdef FLAG_NORMAL_MAP
	vec3 envReflectNM = envReflect + envOffset;
	vec3 envIntensity = (alpha_spec) ? vec3(texture2D(sSpecmap, texCoord).a) : texture2D(sSpecmap, texCoord).rgb;
	fragmentColor.a += (dot(textureCube(sEnvmap, envReflectNM).rgb, textureCube(sEnvmap, envReflectNM).rgb) * ENV_ALPHA_FACTOR);
	fragmentColor.rgb += textureCube(sEnvmap, envReflectNM).rgb * envIntensity;
  #else
	vec3 envIntensity = (alpha_spec) ? vec3(texture2D(sSpecmap, texCoord).a) : texture2D(sSpecmap, texCoord).rgb;
	fragmentColor.a += (dot(textureCube(sEnvmap, envReflect).rgb, textureCube(sEnvmap, envReflect).rgb) * ENV_ALPHA_FACTOR);
	fragmentColor.rgb += textureCube(sEnvmap, envReflect).rgb * envIntensity;
  #endif
 #endif
 #ifdef FLAG_GLOW_MAP
 // Glow color
	fragmentColor.rgb += texture2D(sGlowmap, texCoord).rgb * GLOW_MAP_INTENSITY;
 #endif
 #ifdef FLAG_FOG
	fragmentColor.rgb = mix(fragmentColor.rgb, gl_Fog.color.rgb, fogDist);
 #endif
 #ifdef FLAG_ANIMATED
	if(effect_num == 0)
	{
		float shinefactor = 1.0/(1.0 + pow((fract(abs(gl_TexCoord[0].x))-anim_timer) * 1000.0, 2.0)) * 1000.0;
		gl_FragColor.rgb = fragmentColor.rgb + vec3(shinefactor);
		gl_FragColor.a = fragmentColor.a * shinefactor * (fract(abs(gl_TexCoord[0].x))-anim_timer) * -10000.0;
	}
	if(effect_num == 1)
	{
		float shinefactor = 1.0/(1.0 + pow((position.y-anim_timer), 2.0));
		gl_FragColor.rgb = fragmentColor.rgb + vec3(shinefactor);
 #ifdef FLAG_LIGHT 
		gl_FragColor.a = fragmentColor.a;
 #else
		gl_FragColor.a = (position.y-anim_timer) * 10000.0;
 #endif
	}
	if(effect_num == 2)
	{
		gl_FragColor.a = 1.0;
 #ifdef FLAG_LIGHT
		gl_FragColor.rgb = mix(texture2D(sFramebuffer, screenPos + anim_timer*0.1*normal.xy + anim_timer*0.1*vec2(sin(screenPos.y*50.0))).rgb,fragmentColor.rgb,(max(anim_timer,0.2)-0.2)*1.25);
 #else
		gl_FragColor.rgb = mix(texture2D(sFramebuffer, screenPos + anim_timer*0.1*lNormal.xy + anim_timer*0.1*vec2(sin(screenPos.y*50.0))).rgb,fragmentColor.rgb,(max(anim_timer,0.2)-0.2)*1.25);
 #endif
	}
 #else
	gl_FragColor = fragmentColor;
 #endif
}