uniform vec2 resolution; uniform float time; uniform sampler2D tex0; uniform sampler2D tex1; uniform sampler2D tex2; uniform sampler2D tex3; void main(void) { 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 = .75*time+.1/r; uv.y = a/3.1416; vec3 col = texture2D(tex0,uv).xyz; gl_FragColor = vec4(col*r,1.0); }