#ifdef GL_ES precision highp float; #endif uniform float u_time; uniform vec2 u_resolution; uniform sampler2D u_tex0; void main(void) { vec2 halfres = u_resolution.xy/2.0; vec2 cPos = gl_FragCoord.xy; 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 = gl_FragCoord.xy/u_resolution.xy+(cPos/cLength)*sin(cLength/30.0-u_time*10.0)/25.0; vec3 col = texture2D(u_tex0,uv).xyz*50.0/cLength; gl_FragColor = vec4(col,1.0); }