uniform float u_Time;uniform sampler2D u_Tex0;varying vec2 v_TexCoord;vec4 sepia(vec4 color){return vec4(dot(color, vec4(.560, .105, .675, .0)), dot(color, vec4(.390, .055, .635, .0)), dot(color, vec4(.305, .035, .565, .0)), color.a);}void main(){ gl_FragColor = sepia(texture2D(u_Tex0, v_TexCoord));}