// Shader from here: http://www.iquilezles.org/ #ifdef GL_ES precision highp float; #endif uniform vec2 resolution; uniform sampler2D tex0; uniform sampler2D tex1; void main(void) { float time = CC_Time[1]; vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / resolution.xy; vec2 uv; float a = atan(p.y,p.x); float r = sqrt(dot(p,p)); uv.x = r - CC_Time[2]; uv.y = sin(a*10.0 + 2.0*CC_CosTime[0]; vec3 col = (.5+.5*uv.y)*texture2D(tex0,uv).xyz; gl_FragColor = vec4(col,1.0); }