uniform sampler2D texture; uniform float iTime; void main() { vec2 uv = gl_TexCoord[0].xy; float sine = sin(uv.x*24.0 - iTime*7.0); float offset = sine*0.04; uv.x -= 0.25; uv.x += offset*0.5*uv.x; uv.y += offset*uv.x*2.0 - 0.25; vec4 col = texture2D(texture, uv*2.0); //col.rgb *= (1.0 + (0.0 + 0.5*(offset+0.04)*50.0)); col.rgb *= 0.9; col.rgb += 0.1 * -sine; if(uv.x < 0.0 || uv.x > 0.5 || uv.y < 0.0 || uv.y > 0.5) col.a = 0.0; gl_FragColor = col; }