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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;
}
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