18 lines
420 B
GLSL
18 lines
420 B
GLSL
#ifdef GL_ES
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precision lowp float;
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#endif
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varying vec4 v_fragmentColor;
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varying vec2 v_texCoord;
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//uniform sampler2D CC_Texture0;
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void main()
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{
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float offset = CC_Time.y * 0.5;
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vec2 texCoord = v_texCoord;
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float degX = (((v_texCoord.y+offset) * 2.0) - 1.0) * 360.0;
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float radX = radians(degX);
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texCoord.x += (sin(radX) * 0.0625);
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gl_FragColor = v_fragmentColor * texture2D(CC_Texture0, texCoord);
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}
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