diff --git a/app/SettingsWindow.qml b/app/SettingsWindow.qml
index 34ea734..aa39931 100644
--- a/app/SettingsWindow.qml
+++ b/app/SettingsWindow.qml
@@ -180,9 +180,9 @@ ApplicationWindow {
                         _value: shadersettings.screen_distortion;
                     }
                     SettingComponent{
-                        name: "Screen flickering"
-                        onValueChanged: shadersettings.screen_flickering = value;
-                        _value: shadersettings.screen_flickering;
+                        name: "Brightness flickering"
+                        onValueChanged: shadersettings.brightness_flickering= value;
+                        _value: shadersettings.brightness_flickering;
                     }
                     SettingComponent{
                         name: "Horizontal flickering"
diff --git a/app/ShaderManager.qml b/app/ShaderManager.qml
index 69569bb..50bbfcc 100644
--- a/app/ShaderManager.qml
+++ b/app/ShaderManager.qml
@@ -27,7 +27,6 @@ ShaderEffect {
     property variant source: theSource
     property variant bloomSource: bloomSource
     property size txt_Size: Qt.size(terminal.width, terminal.height)
-    property real time: 0
 
     property real bloom: shadersettings.bloom_strength
 
@@ -37,28 +36,15 @@ ShaderEffect {
 
     property real scanlines: shadersettings.scanlines ? 1.0 : 0.0
 
-    //Manage brightness (the function might be improved)
-    property real screen_flickering: shadersettings.screen_flickering
-    property real _A: 0.4 + Math.random() * 0.4
-    property real _B: 0.2 + Math.random() * 0.4
-    property real _C: 1.2 - _A - _B
-    property real a: (0.0 + Math.random() * 0.4) * 0.05
-    property real b: (0.1 + Math.random() * 0.4) * 0.05
-    property real c: (0.4 + Math.random() * 0.4) * 0.05
-
-    property real randval: (_A * Math.cos(a * time + _B) +
-                            _B * Math.sin(b * time + _C) +
-                            _C * Math.cos(c * time + _A))
-
-
-    property real brightness: screen_flickering * randval
+    property real brightness_flickering: shadersettings.brightness_flickering
     property real horizontal_sincronization: shadersettings.horizontal_sincronization
-    property real _neg_sinc: 1 - horizontal_sincronization
-    property real horizontal_distortion: randval > (_neg_sinc) ? (randval - _neg_sinc) * horizontal_sincronization : 0
 
     property real deltay: 3 / terminal.height
     property real deltax: 3 / terminal.width
 
+    property real time: timetimer.time
+    property variant randomFunctionSource: randfuncsource
+
     //Blurred texture used for bloom
     Loader{
         anchors.fill: parent
@@ -76,13 +62,34 @@ ShaderEffect {
         }
     }
 
-    Timer{
-        id: timetimer
-        onTriggered: time += interval
-        interval: 16
-        running: true
-        repeat: true
-    }
+    vertexShader: "
+                    uniform highp mat4 qt_Matrix;
+                    uniform highp float time;
+                    uniform sampler2D randomFunctionSource;
+
+                    attribute highp vec4 qt_Vertex;
+                    attribute highp vec2 qt_MultiTexCoord0;
+
+                    varying highp vec2 qt_TexCoord0;" +
+                    (brightness_flickering !== 0.0 ?"
+                        varying lowp float brightness;" : "") +
+                    (horizontal_sincronization !== 0.0 ?"
+                        varying lowp float horizontal_distortion;" : "") +
+                    "
+                    void main() {
+                        qt_TexCoord0 = qt_MultiTexCoord0;
+                        vec2 coords = vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0*2.0)));" +
+                        (brightness_flickering !== 0.0 ? "
+                            brightness = texture2D(randomFunctionSource, coords).g * "+brightness_flickering+";"
+                        :   "") +
+
+                        (horizontal_sincronization !== 0.0 ? "
+                            float randval = 1.5 * texture2D(randomFunctionSource,(vec2(1.0) -coords) * 0.5).g;
+                            float negsinc = 1.0 - "+0.6*horizontal_sincronization+";
+                            horizontal_distortion = step(negsinc, randval) * (randval - negsinc) * "+0.3*horizontal_sincronization+";"
+                        : "") +
+                        "gl_Position = qt_Matrix * qt_Vertex;
+                    }"
 
     fragmentShader: "
             uniform sampler2D source;
@@ -96,77 +103,89 @@ ShaderEffect {
             uniform highp float deltax;
             uniform highp float deltay;" +
 
-    (bloom !== 0 ? "uniform highp sampler2D bloomSource;" : "") +
-    (noise_strength !== 0 ? "uniform highp float noise_strength;" : "") +
-    (screen_distorsion !== 0 ? "uniform highp float screen_distorsion;" : "")+
-    (glowing_line_strength !== 0 ? "uniform highp float glowing_line_strength;" : "")+
-    "uniform lowp float brightness;" +
+    (bloom !== 0 ? "
+        uniform highp sampler2D bloomSource;" : "") +
+    (noise_strength !== 0 ? "
+        uniform highp float noise_strength;" : "") +
+    (screen_distorsion !== 0 ? "
+        uniform highp float screen_distorsion;" : "")+
+    (glowing_line_strength !== 0 ? "
+        uniform highp float glowing_line_strength;" : "")+
+    (brightness_flickering !== 0 ? "
+        varying lowp float brightness;" : "") +
+    (horizontal_sincronization !== 0 ? "
+        varying lowp float horizontal_distortion;" : "") +
 
     (scanlines != 0 ? "uniform highp float scanlines;" : "") +
 
-    (shadersettings.screen_flickering !== 0 ? "uniform highp float horizontal_distortion;" : "") +
+    "
+    highp float rand(vec2 co)
+    {
+        highp float a = 12.9898;
+        highp float b = 78.233;
+        highp float c = 43758.5453;
+        highp float dt= dot(co.xy ,vec2(a,b));
+        highp float sn= mod(dt,3.14);
+        return fract(sin(sn) * c);
+    }
+
+    float stepNoise(vec2 p){
+        vec2 newP = p * txt_Size*0.5;
+        return rand(floor(newP) + fract(time / 100.0));
+    }
+
+    float getScanlineIntensity(vec2 pos){
+        return abs(sin(pos.y * txt_Size.y)) * 0.5 + 0.5;
+    }" +
 
 
-            "highp float rand(vec2 co)
-            {
-                highp float a = 12.9898;
-                highp float b = 78.233;
-                highp float c = 43758.5453;
-                highp float dt= dot(co.xy ,vec2(a,b));
-                highp float sn= mod(dt,3.14);
-                return fract(sin(sn) * c);
-            }
-
-            float stepNoise(vec2 p){
-                vec2 newP = p * txt_Size*0.5;
-                return rand(floor(newP) + fract(time / 100.0));
-            }
-
-            float getScanlineIntensity(vec2 pos){
-                return abs(sin(pos.y * txt_Size.y)) * 0.5 + 0.5;
-            }" +
-
-
-    (glowing_line_strength !== 0 ?
-    "float randomPass(vec2 coords){
-                return fract(smoothstep(-0.2, 0.0, coords.y - 3.0 * fract(time * 0.0001))) * glowing_line_strength;
-            }" : "") +
+    (glowing_line_strength !== 0 ? "
+        float randomPass(vec2 coords){
+            return fract(smoothstep(-0.2, 0.0, coords.y - 3.0 * fract(time * 0.0001))) * glowing_line_strength;
+        }" : "") +
 
 
     "void main() {" +
-    "vec2 cc = vec2(0.5) - qt_TexCoord0;" +
-    "float distance = length(cc);" +
+        "vec2 cc = vec2(0.5) - qt_TexCoord0;" +
+        "float distance = length(cc);" +
 
-    (screen_distorsion !== 0 ?
-    "float distortion = dot(cc, cc) * screen_distorsion;
-                 vec2 coords = (qt_TexCoord0 - cc * (1.0 + distortion) * distortion);"
-    :"vec2 coords = qt_TexCoord0;") +
+        (screen_distorsion !== 0 ? "
+            float distortion = dot(cc, cc) * screen_distorsion;
+            vec2 coords = (qt_TexCoord0 - cc * (1.0 + distortion) * distortion);"
+        :"
+            vec2 coords = qt_TexCoord0;") +
 
-    (shadersettings.horizontal_sincronization !== 0 ?
-    "float h_distortion = 0.5 * sin(time*0.001 + coords.y*10.0*fract(time/10.0));
-                h_distortion += 0.5 * cos(time*0.04 + 0.03 + coords.y*50.0*fract(time/10.0 + 0.4));
-                coords.x = coords.x + h_distortion * 0.3 * horizontal_distortion;" +
-    (noise_strength ? "noise_strength += horizontal_distortion * 0.5;" : "")
-    : "") +
+        (horizontal_sincronization !== 0 ? "
+            float h_distortion = 0.5 * sin(time*0.001 + coords.y*10.0*fract(time/10.0));
+            h_distortion += 0.5 * cos(time*0.04 + 0.03 + coords.y*50.0*fract(time/10.0 + 0.4));
+            coords.x = coords.x + h_distortion * horizontal_distortion;" +
+            (noise_strength ? "
+                noise_strength += horizontal_distortion * 0.5;" : "")
+        : "") +
 
-    "float color = texture2D(source, coords).r;" +
 
-    (bloom !== 0 ? "color += texture2D(bloomSource, coords).r *" + 2.5 * bloom + ";" : "") +
+        "float color = texture2D(source, coords).r;" +
 
-    (scanlines !== 0 ?
-    "float scanline_alpha = getScanlineIntensity(coords);" : "float scanline_alpha = 1.0;") +
+        (bloom !== 0 ? "
+            color += texture2D(bloomSource, coords).r *" + 2.5 * bloom + ";" : "") +
 
-    (noise_strength !== 0 ?
-    "color += stepNoise(coords) * noise_strength * (1.0 - distance * distance * 2.0);" : "") +
+        (scanlines !== 0 ? "
+            float scanline_alpha = getScanlineIntensity(coords);"
+        :
+            "float scanline_alpha = 1.0;") +
 
-    (glowing_line_strength !== 0 ?
-    "color += randomPass(coords) * glowing_line_strength;" : "") +
+        (noise_strength !== 0 ? "
+            color += stepNoise(coords) * noise_strength * (1.0 - distance * distance * 2.0);" : "") +
 
-    "vec3 finalColor = mix(background_color, font_color, color * scanline_alpha).rgb;" +
-    "finalColor = mix(finalColor * 1.1, vec3(0.0), 1.2 * distance * distance);" +
+        (glowing_line_strength !== 0 ? "
+            color += randomPass(coords) * glowing_line_strength;" : "") +
 
-    (screen_flickering !== 0 ?
-    "finalColor = mix(finalColor, vec3(0.0), brightness);" : "") +
-    "gl_FragColor = vec4(finalColor, 1.0);
-            }"
+        "vec3 finalColor = mix(background_color, font_color, color * scanline_alpha).rgb;" +
+        "finalColor = mix(finalColor * 1.1, vec3(0.0), 1.2 * distance * distance);" +
+
+        (brightness_flickering !== 0 ? "
+            finalColor = mix(finalColor, vec3(0.0), brightness);" : "") +
+        "
+        gl_FragColor = vec4(finalColor, 1.0);
+    }"
 }
diff --git a/app/ShaderSettings.qml b/app/ShaderSettings.qml
index df6d657..cc558e8 100644
--- a/app/ShaderSettings.qml
+++ b/app/ShaderSettings.qml
@@ -46,7 +46,7 @@ Item{
     property real bloom_strength: 0.6
 
     property real horizontal_sincronization: 0.1
-    property real screen_flickering: 0.12
+    property real brightness_flickering: 0.12
 
     property bool scanlines: false
 
@@ -147,7 +147,7 @@ Item{
         background_color = settings.background_color ? settings.background_color : background_color;
         font_color = settings.font_color ? settings.font_color : font_color;
 
-        screen_flickering = settings.screen_flickering ? settings.screen_flickering : screen_flickering;
+        brightness_flickering = settings.brightness_flickering ? settings.brightness_flickering : brightness_flickering;
         noise_strength = settings.noise_strength ? settings.noise_strength : noise_strength;
         screen_distortion = settings.screen_distortion ? settings.screen_distortion : screen_distortion;
         glowing_line_strength = settings.glowing_line_strength ? settings.glowing_line_strength : glowing_line_strength;
@@ -168,7 +168,7 @@ Item{
             contrast : contrast,
             background_color: background_color,
             font_color: font_color,
-            screen_flickering: screen_flickering,
+            brightness_flickering: brightness_flickering,
             noise_strength: noise_strength,
             screen_distortion: screen_distortion,
             glowing_line_strength: glowing_line_strength,
@@ -204,17 +204,17 @@ Item{
         ListElement{
             text: "Default"
             obj_name: "DEFAULT"
-            obj_string: '{"ambient_light":0.3,"background_color":"#000000","font_color":"#00ff3b","font_index":0,"font_scaling":1,"frames_index":2,"glowing_line_strength":0.4,"noise_strength":0.1,"scanlines":true,"screen_distortion":0.15,"screen_flickering":0.07}'
+            obj_string: '{"ambient_light":0.3,"background_color":"#000000","font_color":"#00ff3b","font_index":0,"font_scaling":1,"frames_index":2,"glowing_line_strength":0.4,"noise_strength":0.1,"scanlines":true,"screen_distortion":0.15,"brightness_flickering":0.07}'
         }
         ListElement{
             text: "Commodore 64"
             obj_name: "COMMODORE64"
-            obj_string: '{"ambient_light":0.2,"background_color":"#5048b2","font_color":"#8bcad1","font_index":2,"font_scaling":1,"frames_index":1,"glowing_line_strength":0.2,"noise_strength":0.05,"scanlines":false,"screen_distortion":0.1,"screen_flickering":0.03}'
+            obj_string: '{"ambient_light":0.2,"background_color":"#5048b2","font_color":"#8bcad1","font_index":2,"font_scaling":1,"frames_index":1,"glowing_line_strength":0.2,"noise_strength":0.05,"scanlines":false,"screen_distortion":0.1,"brightness_flickering":0.03}'
         }
         ListElement{
             text: "IBM Dos"
             obj_name: "IBMDOS"
-            obj_string: '{"ambient_light":0.4,"background_color":"#000000","font_color":"#ffffff","font_index":3,"font_scaling":1,"frames_index":1,"glowing_line_strength":0,"noise_strength":0,"scanlines":false,"screen_distortion":0.05,"screen_flickering":0.00}'
+            obj_string: '{"ambient_light":0.4,"background_color":"#000000","font_color":"#ffffff","font_index":3,"font_scaling":1,"frames_index":1,"glowing_line_strength":0,"noise_strength":0,"scanlines":false,"screen_distortion":0.05,"brightness_flickering":0.00}'
         }
     }
 }
diff --git a/app/Terminal.qml b/app/Terminal.qml
index da98347..8851f1d 100644
--- a/app/Terminal.qml
+++ b/app/Terminal.qml
@@ -10,6 +10,7 @@ Item{
     property real motionBlurCoefficient: (_minBlurCoefficient)*mBlur + (_maxBlurCoefficient)*(1.0-mBlur)
     property real _minBlurCoefficient: 0.015
     property real _maxBlurCoefficient: 0.10
+    anchors.fill: parent
 
     function loadKTerminal(){
         kterminal.active = true;
@@ -22,7 +23,9 @@ Item{
         id: kterminal
         active: false
         anchors.fill: parent
+
         sourceComponent: KTerminal {
+            id: ktermitem
             font.pointSize: shadersettings.fontSize
             font.family: shadersettings.font.name
 
diff --git a/app/app.qmlproject.user b/app/app.qmlproject.user
index f8461ca..b027a03 100644
--- a/app/app.qmlproject.user
+++ b/app/app.qmlproject.user
@@ -1,6 +1,6 @@
 <?xml version="1.0" encoding="UTF-8"?>
 <!DOCTYPE QtCreatorProject>
-<!-- Written by QtCreator 3.0.1, 2014-03-30T21:12:33. -->
+<!-- Written by QtCreator 3.0.1, 2014-03-31T13:42:02. -->
 <qtcreator>
  <data>
   <variable>ProjectExplorer.Project.ActiveTarget</variable>
diff --git a/app/frames/images/randfunction.png b/app/frames/images/randfunction.png
new file mode 100644
index 0000000..dcb48e4
Binary files /dev/null and b/app/frames/images/randfunction.png differ
diff --git a/app/frames/utils/FrameShader.qml b/app/frames/utils/FrameShader.qml
index a24e75c..8e746a8 100644
--- a/app/frames/utils/FrameShader.qml
+++ b/app/frames/utils/FrameShader.qml
@@ -7,13 +7,36 @@ ShaderEffect{
     property real ambient_light: shadersettings.ambient_light
     property color font_color: shadersettings.font_color
     property color background_color: shadersettings.background_color
-    property real brightness: shadercontainer.brightness
+    property real time: timetimer.time
+    property variant randomFunctionSource: randfuncsource
+    property real brightness_flickering: shadersettings.brightness_flickering
 
     property color reflection_color: Qt.rgba((font_color.r*0.3 + background_color.r*0.7),
                                              (font_color.g*0.3 + background_color.g*0.7),
                                              (font_color.b*0.3 + background_color.b*0.7),
                                              1.0)
 
+    vertexShader: "
+                    uniform highp mat4 qt_Matrix;
+                    uniform highp float time;
+                    uniform sampler2D randomFunctionSource;
+
+                    attribute highp vec4 qt_Vertex;
+                    attribute highp vec2 qt_MultiTexCoord0;
+
+                    varying highp vec2 qt_TexCoord0;
+                    varying lowp float brightness;
+
+                    void main() {
+                        qt_TexCoord0 = qt_MultiTexCoord0;" +
+
+                        (brightness_flickering !== 0 ?
+                            "brightness = texture2D(randomFunctionSource, vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0*2.0)))).r * "+brightness_flickering+";"
+                        :
+                            "brightness = 0.0;") + "
+
+                        gl_Position = qt_Matrix * qt_Vertex;
+                    }"
 
     fragmentShader: "
                             uniform sampler2D source;
@@ -22,7 +45,7 @@ ShaderEffect{
                             uniform highp float ambient_light;
 
                             uniform vec4 reflection_color;
-                            uniform highp float brightness;
+                            varying lowp float brightness;
 
                             varying highp vec2 qt_TexCoord0;
 
diff --git a/app/main.qml b/app/main.qml
index c465bbb..c875139 100644
--- a/app/main.qml
+++ b/app/main.qml
@@ -71,6 +71,27 @@ ApplicationWindow{
         id: maincontainer
         anchors.fill: parent
         clip: true
+        Image{
+            id: randtexture
+            source: "frames/images/randfunction.png"
+            width: 512
+            height: 512
+        }
+        ShaderEffectSource{
+            id: randfuncsource
+            sourceItem: randtexture
+            live: false
+            hideSource: true
+            wrapMode: ShaderEffectSource.Repeat
+        }
+        Timer{
+            id: timetimer
+            property real time: 0
+            onTriggered: time += interval
+            interval: 16
+            running: true
+            repeat: true
+        }
         Terminal{
             id: terminal
             width: parent.width
@@ -81,12 +102,6 @@ ApplicationWindow{
             sourceItem: terminal
             sourceRect: frame.sourceRect
         }
-        ShaderManager{
-            id: shadercontainer
-            anchors.fill: terminal
-            blending: true
-            z: 1.9
-        }
         Loader{
             id: frame
             property rect sourceRect: item.sourceRect
@@ -95,6 +110,12 @@ ApplicationWindow{
             z: 2.1
             source: shadersettings.frame_source
         }
+        ShaderManager{
+            id: shadercontainer
+            anchors.fill: parent
+            blending: true
+            z: 1.9
+        }
         RadialGradient{
             id: ambientreflection
             z: 2.0