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- #version 330 core
- in vec2 UV;
- out vec3 color;
- uniform sampler2D renderedTexture;
- uniform float time;
- void main(){
- color = texture( renderedTexture, UV + 0.05*vec2( sin(time+1024.0*UV.x),cos(time+768.0*UV.y)) ).xyz;
- }
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