uniform float u_Time; uniform sampler2D u_Tex0; varying vec2 v_TexCoord; void main() { vec4 col = texture2D(u_Tex0, v_TexCoord); float d = u_Time * 2.0; col.x += (1.0 + sin(d))*0.25; col.y += (1.0 + sin(d*2.0))*0.25; col.z += (1.0 + sin(d*4.0))*0.25; gl_FragColor = col; }