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update Shaders
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@@ -11,6 +11,7 @@ uniform sampler2D u_texture;
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uniform float u_amount;
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uniform float u_speed;
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uniform float u_time;
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uniform float u_bias;
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void main () {
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vec2 uv = v_texCoords;
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@@ -19,5 +20,7 @@ void main () {
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uv.x += (sin((uv.y + (u_time * 0.07 * u_speed)) * 15.0) * 0.0029 * u_amount) + (sin((uv.y + (u_time * 0.1 * u_speed)) * 15.0) * 0.002 * u_amount);
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gl_FragColor = texture2D(u_texture, uv);
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vec4 texColor = texture2D(u_texture, uv);
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gl_FragColor = mix(vec4(0.0, 0.0, 0.0, 1.0), texColor, u_bias);
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}
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