uniform float timer; vec4 ProcessTexel() { vec2 texCoord = vTexCoord.st; const float pi = 3.14159265358979323846; vec2 offset = vec2(0.0,0.0); float siny = sin(pi * 2.0 * (texCoord.y * 2.0 + timer * 0.75)) * 0.03; offset.y = siny + sin(pi * 2.0 * (texCoord.x + timer * 0.75)) * 0.03; offset.x = siny + sin(pi * 2.0 * (texCoord.x + timer * 0.45)) * 0.02; texCoord += offset; return getTexel(texCoord); }