#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;
}