uniform sampler2D source; | |
uniform highp float amplitude; | |
uniform highp float frequency; | |
uniform highp float time; | |
uniform lowp float qt_Opacity; | |
varying highp vec2 qt_TexCoord0; | |
void main() { | |
highp vec2 p = sin(time + frequency * qt_TexCoord0); | |
gl_FragColor = texture2D(source, qt_TexCoord0 + amplitude * vec2(p.y, -p.x)) * qt_Opacity; | |
} |