uniform float time; uniform float progress; uniform sampler2D texture1; uniform vec4 resolution; varying vec2 vUv; void main() { vec2 newUV = (vUv - vec2(0.5))*resolution.zw + vec2(0.5); // newUV.x += 0.02*sin(newUV.y*20. + time); gl_FragColor = texture2D(texture1,newUV); }