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uniform float u_Time;
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uniform sampler2D u_Tex0;
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varying vec2 v_TexCoord;
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void main()
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{
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vec4 col = texture2D(u_Tex0, v_TexCoord);
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float d = u_Time * 2;
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col.x += (1.0 + sin(d))*0.25;
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col.y += (1.0 + sin(d*2))*0.25;
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col.z += (1.0 + sin(d*4))*0.25;
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gl_FragColor = col;
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}
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