uniform float u_Time; varying vec2 v_TexCoord; uniform sampler2D u_Tex0; void main(void) { vec2 q = v_TexCoord; vec2 uv = 0.5 + (q-0.5)*(0.9 + 0.1*sin(0.2*u_Time)); vec3 oricol = texture2D(u_Tex0,vec2(q.x,q.y)).xyz; vec3 col = oricol; col = clamp(col*0.5+0.5*col*col*1.2,0.0,1.0); col *= 0.5 + 0.5*16.0*uv.x*uv.y*(1.0-uv.x)*(1.0-uv.y); col *= vec3(0.8,1.0,0.7); col *= 0.9+0.1*sin(10.0*u_Time+uv.y*1000.0); col *= 0.97+0.03*sin(110.0*u_Time); gl_FragColor = vec4(col,1.0); }