uniform float u_Time;uniform sampler2D u_Tex0;varying vec2 v_TexCoord;vec4 sepia(vec4 color){ return vec4(dot(color, vec4(.393, .769, .189, .0)), dot(color, vec4(.349, .686, .168, .0)), dot(color, vec4(.272, .534, .131, .0)), 1);}void main(){ gl_FragColor = sepia(texture2D(u_Tex0, v_TexCoord));}