19 lines
414 B
GLSL
19 lines
414 B
GLSL
#version 300 es
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precision highp float;
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in vec2 v_texcoord;
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uniform sampler2D tex;
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uniform float time;
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out vec4 fragColor;
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void main() {
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vec2 uv = v_texcoord;
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// Drei überlagerte Wellen für natürlicheren Effekt
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uv.y += sin(uv.x * 8.0 + time * 1.5) * 0.012;
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uv.y += sin(uv.x * 14.0 - time * 2.0) * 0.006;
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uv.x += sin(uv.y * 10.0 + time * 1.0) * 0.008;
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fragColor = texture(tex, uv);
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}
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