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gmfreaky

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Aug 11th, 2012
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  1. #version 330 core
  2.  
  3. in vec2 UV;
  4.  
  5. out vec3 color;
  6.  
  7. uniform sampler2D renderedTexture;
  8. uniform float time;
  9.  
  10. void main(){
  11. color = texture( renderedTexture, UV + 0.05*vec2( sin(time+1024.0*UV.x),cos(time+768.0*UV.y)) ).xyz;
  12. }
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