#ifdef GL_ES precision highp float; #endif uniform vec2 u_resolution; uniform float u_time; uniform sampler2D u_tex0; void main(void) { vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy; vec2 uv; float a = atan(p.y,p.x); float r = sqrt(dot(p,p)); uv.x = r - .25*u_time; uv.y = cos(a*5.0 + 2.0*sin(u_time+7.0*r)) ; vec3 col = (.5+.5*uv.y)*texture2D(u_tex0,uv).xyz; gl_FragColor = vec4(col,1.0); }