uniform sampler2D u_Tex0;uniform float u_Time;varying vec2 v_TexCoord;vec2 tibiaDir = vec2(1.0, 1.0);void main(void){ vec2 dir = 0.5 - v_TexCoord; float dist = sqrt(dir.x * dir.x + dir.y * dir.y); float scale = 0.8 + dist * 0.5; vec4 color = texture2D(u_Tex0, -(dir * scale - 0.5)); gl_FragColor = color;}