/*{ "pixelRatio" : 3, "PASSES" : [{"TARGET": "buf", "fs": "theotime.frag"}, {}] }*/ precision mediump float; uniform float time; uniform vec2 resolution; uniform sampler2D buf; void main(void) { vec2 uv = gl_FragCoord.xy / resolution; //gl_FragColor = texture2D(buf, uv); float c = cos(time*10.)*.009; float t = tan(time)*.002; gl_FragColor.r = texture2D(buf, uv+vec2(-c, c)).r; gl_FragColor.g = texture2D(buf, uv+vec2(-t, t)).g; gl_FragColor.b = texture2D(buf, uv+vec2(c, -c)).b; }