precision highp float; varying vec2 v_texcoord; uniform sampler2D tex; uniform float time; void warpco(inout vec2 tc) { tc -= 0.5; tc *= length(tc) * 2.0; tc += 0.5; } float rand1d(float seed) { return sin(seed*1454.0); } float rand2d(vec2 co) { return fract(sin(dot(co.xy, vec2(12.9898,78.233))) * 43758.5453); } vec3 rgb(in vec2 tc, float freq, float amp, inout vec4 centre) { vec2 off = vec2(1.0/800.0, 0.0) * sin(tc.t * freq + time) * amp; vec2 off2 = vec2(1.0/800.0, 0.0) * sin(tc.t * freq - time * 1.5) * amp; centre = texture2D(tex, tc); return vec3(texture2D(tex, tc-off).r, centre.g, texture2D(tex, tc+off2).b); } void main() { // vec2 px = 1.0 / textureSize(tex, 0).st; vec2 tc = v_texcoord; warpco(tc); tc = mix(v_texcoord, tc, sin(time * 2.0)*0.07); tc.x += rand2d(floor(tc * 20.0 + floor(time * 2.5))) * 0.01; tc.x += rand1d(floor(tc.x * 40.0)) * 0.005 * rand1d(time * 0.001); tc.y += sin(tc.x + time) * 0.02; vec4 centre; vec3 bent = rgb(tc, 100.0, 5.0, centre); vec3 col = mix(centre.rgb, bent, sin(time)); gl_FragColor = vec4(col, centre.a); // gl_FragColor = vec4(texture2D(tex, v_texcoord)); }