screen.glsl 224 B

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  1. uniform float u_time;
  2. void fragment() {
  3. vec2 uv = TEXCOORD * 2.0 - 1.0;
  4. uv.x += sin(uv.y * 10.0 + u_time * 3.0) * 0.01;
  5. uv.y += sin(uv.x * 10.0 + u_time * 2.0) * 0.01;
  6. COLOR = SampleColor(uv * 0.5 + 0.5);
  7. }