// Copyright 2023 The Flutter team. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #define PI 3.1415926538 uniform float uTime; uniform vec2 uSize; uniform float uDampener; out vec4 fragColor; uniform sampler2D uTexture; void main() { float piTime = uTime * PI * 2; vec2 texCoord = gl_FragCoord.xy / uSize.xy; int speed; // wavy speed = 1; float xAdj = texCoord.x * 3 * PI; float waveFnVal = sin((xAdj + piTime * speed)); float hackAdj = 0.0; float offset = ( ((pow(waveFnVal, 2) * 0.5 - 0.5) * 0.2) + hackAdj ) * uDampener; vec2 offsetTexCoord = vec2(texCoord.x, texCoord.y + offset); fragColor = texture(uTexture, offsetTexCoord); }