uniform float u_Time; uniform vec2 u_Resolution; uniform sampler2D u_Tex0; varying vec2 v_TexCoord; void main(void) { vec2 halfres = u_Resolution.xy/2.0; vec2 cPos = v_TexCoord.xy * u_Resolution; cPos.x -= 0.5*halfres.x*sin(u_Time/2.0)+0.3*halfres.x*cos(u_Time)+halfres.x; cPos.y -= 0.4*halfres.y*sin(u_Time/5.0)+0.3*halfres.y*cos(u_Time)+halfres.y; float cLength = length(cPos); vec2 uv = v_TexCoord.xy+ ((cPos/cLength)*sin(cLength/30.0-u_Time*10.0)/25.0)*0.15; vec3 col = texture2D(u_Tex0,uv).xyz * 250.0/cLength; gl_FragColor = vec4(col,1.0); }