precision mediump float; varying vec2 vUV; uniform float width, height; uniform float time; uniform sampler2D tex; // uniform sampler2D bloomTex; void main() { // gl_FragColor = texture2D(tex, vUV); // vec4 color = texture2D(bloomTex, vUV) + texture2D(tex, vUV); vec2 iResolution = vec2(width,height); vec2 cp = -1.0 + 2.0 * gl_FragCoord.xy / iResolution.xy; float cl = length(cp); vec2 uv = gl_FragCoord.xy / iResolution.xy + (cp / cl / 10.) * cos(cl * 1.0 - time * 5.0) * 0.8; // vec4 col=smoothstep(0.1,.91,texture2D(color).xyz); vec3 col = texture2D(tex, uv).xyz;// + texture2D(bloomTex, uv).xyz;; gl_FragColor = vec4(col,1.0); } // void main( out vec4 fragColor, in vec2 fragCoord ) // { // vec2 cp = -1.0 + 2.0 * fragCoord / iResolution.xy; // float cl = length(cp); // vec2 uv = fragCoord / iResolution.xy + (cp / cl) * cos(cl * 12.0 - iTime * 4.0) * 0.02; // vec3 col = texture(iChannel0, uv).xyz; // fragColor = vec4(col, 1.0); // }