uniform float time; uniform float progress; uniform sampler2D uDataTexture; uniform sampler2D uTexture; uniform vec4 resolution; varying vec2 vUv; varying vec3 vPosition; float PI = 3.141592653589793238; void main() { vec2 newUV = (vUv - vec2(0.5))*resolution.zw + vec2(0.5); vec4 color = texture2D(uTexture,newUV); vec4 offset = texture2D(uDataTexture,vUv); gl_FragColor = vec4(vUv,0.0,1.); gl_FragColor = vec4(offset.r,0.,0.,1.); gl_FragColor = color; gl_FragColor = texture2D(uTexture,newUV - 0.02*offset.rg); // gl_FragColor = offset; }