in vec2 v_coord; out vec4 f_color; uniform sampler2D u_texture0; uniform float u_timer; void main(){ vec2 coord = v_coord; coord.x += sin(u_timer*5.0+coord.x*4.0) * 0.02; coord.y += cos(u_timer*5.0+coord.y*4.0) * 0.02; f_color = texture(u_texture0, coord); }