uniform sampler2D u_Tex0; uniform float u_Time; varying vec2 v_TexCoord; vec2 tibiaDir = vec2(1.0, 1.0); void main(void) { vec2 dir = 0.5 - v_TexCoord; float dist = sqrt(dir.x*dir.x + dir.y*dir.y); float scale = 0.8 + dist*0.5; vec4 color = texture2D(u_Tex0, -(dir*scale - 0.5)); gl_FragColor = color; }