#version 100 precision lowp float; varying vec2 v_Texcoord; uniform sampler2D renderedTexture; uniform float time; void main() { vec2 offset = 0.025*vec2(sin(time+1024.0*v_Texcoord.x), cos(time+768.0*v_Texcoord.y)); gl_FragColor = vec4(texture2D( renderedTexture, v_Texcoord + offset ).xyz, 1.0); }