uniform sampler2D fbo_texture; uniform float offset; varying vec2 f_texcoord; void main(void) { vec2 texcoord = f_texcoord; texcoord.x += sin(texcoord.y * 4.0*2.0*3.14159 + offset) / 100.0; gl_FragColor = texture2D(fbo_texture, texcoord); }