uniform float u_Time; uniform vec2 u_Resolution; uniform sampler2D u_Tex0; varying vec2 v_TexCoord; uniform vec2 u_WalkOffset; void main(void) { vec2 halfres = u_Resolution.xy / 2.0; vec2 cPos = (v_TexCoord.xy + vec2(u_WalkOffset.x, u_WalkOffset.y)) * 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); }