#version 330 core in vec2 uv; out vec3 color; uniform sampler2D rendered_texture; uniform float time; void main() { color = texture(rendered_texture, uv + 0.00 * vec2( sin(time + 1024.0 * uv.x), cos(time + 768.0 * uv.y) ) ).xyz; color = vec3((texture(rendered_texture, uv).x + 1) * 0.5 ); // * 1 * (cos(time * 0.3) * 0.5) + 0.5); }