#version 110 // uniform float evolution; uniform float frequency; uniform float intensity; uniform float evolution; uniform mediump float amount_val; uniform sampler2D myTexture; varying vec2 vTexCoord; void main(void) { float offset = sin((vTexCoord.x-evolution)*frequency)*intensity; float y = vTexCoord.y-offset; if (y < 0.0 || y > 1.0) { gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); } else { vec4 textureColor = texture2D(myTexture, vec2(vTexCoord.x, y)); gl_FragColor = vec4( textureColor.r, textureColor.g, textureColor.b, textureColor.a ); } }