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 = cos(0.6+time) + cos(cos(1.2+time)+a)/r; uv.y = cos(0.3+time) + sin(cos(2.0+time)+a)/r; vec3 col = texture2D(tex0,uv*.25).xyz; gl_FragColor = vec4(col*r*r,1.0); }