#version 120 uniform sampler2D texture; uniform sampler2D desktop; uniform int desktopWidth; uniform int desktopHeight; uniform float time; varying vec2 uvCoord; void main() { vec2 tc = uvCoord.xy; vec2 p = -1.0 + 2.0 * tc; float len = length(p); vec2 uv = tc + (p/len)*cos(len*12.0-time*4.0)*0.02; gl_FragColor = texture2D(texture,uv); }