attribute vec2 a_TexCoord; uniform mat3 u_TextureMatrix; varying vec2 v_TexCoord; varying vec2 v_TexCoord2; varying vec2 v_TexCoord3; attribute vec2 a_Vertex; uniform mat3 u_TransformMatrix; uniform mat3 u_ProjectionMatrix; uniform vec2 u_Offset; uniform vec2 u_Center; uniform float u_Time; vec2 effectTextureSize = vec2(512.0, 384.0); vec2 direction = vec2(1.0,1.0); float speed = 4.0; float angle = 1.0; vec2 rotate(vec2 v, float a) { float s = sin(a); float c = cos(a); mat2 m = mat2(c, -s, s, c); return m * v; } void main() { vec2 offset = direction * speed * u_Time; gl_Position = vec4((u_ProjectionMatrix * u_TransformMatrix * vec3(a_Vertex.xy, 1.0)).xy, 1, 1); v_TexCoord = (u_TextureMatrix * vec3(a_TexCoord,1.0)).xy; v_TexCoord2 = (u_TextureMatrix * vec3(a_TexCoord + u_Offset,1.0)).xy; v_TexCoord3 = ((a_TexCoord + rotate(direction, (angle / 180.0) * 3.14) * u_Time * speed) / effectTextureSize); }