#version 330 core in vec2 ioUV; out vec3 outColor; uniform sampler2D uTexture; uniform float uTime; void main() { outColor = texture(uTexture, ioUV + 0.01 * vec2( sin(uTime + 1024.0 * ioUV.x), cos(uTime + 768.0 * ioUV.y) ) ).xyz; }