#ifdef GL_ES precision highp float; precision mediump int; #endif uniform sampler2D u_texture; uniform vec2 u_campos; uniform vec2 u_resolution; uniform float u_time; varying vec4 v_color; varying vec2 v_texCoord; const float mscl = 40.0; const float mth = 7.0; void main(){ vec2 c = v_texCoord.xy; vec2 v = vec2(1.0/u_resolution.x, 1.0/u_resolution.y); vec2 coords = vec2(c.x / v.x + u_campos.x, c.y / v.y + u_campos.y); float stime = u_time / 5.0; vec3 color = texture2D(u_texture, c + vec2(sin(stime/3.0 + coords.y/0.75) * v.x, 0.0)).rgb * vec3(0.9, 0.9, 1); float tester = mod((coords.x + coords.y*1.1 + sin(stime / 8.0 + coords.x/5.0 - coords.y/100.0)*2.0) + sin(stime / 20.0 + coords.y/3.0) * 1.0 + sin(stime / 10.0 - coords.y/2.0) * 2.0 + sin(stime / 7.0 + coords.y/1.0) * 0.5 + sin(coords.x / 3.0 + coords.y / 2.0) + sin(stime / 20.0 + coords.x/4.0) * 1.0, mscl); if(tester < mth){ color *= 1.2; } gl_FragColor = vec4(color.rgb, 1.0); }