#version 330 core
in vec2 ioUV;
out vec3 outColor;
uniform sampler2D uTexture;
uniform float uTime;
void main() {
outColor = texture(uTexture, ioUV
+ 0.00 * vec2(
sin(uTime + 1024.0 * ioUV.x),
cos(uTime + 768.0 * ioUV.y)
)
).xyz;
}