#version 100 precision mediump float; varying vec2 fragTexCoord; varying vec4 fragColor; uniform sampler2D texture0; uniform vec4 colDiffuse; uniform float u_time; void main() { vec4 tex = texture2D(texture0, fragTexCoord); vec3 a = vec3(1.0, 0.0, 1.0); vec3 b = vec3(0.0, 1.0, 0.0); float m = 0.5 + 0.5*(sin(0.2*gl_FragCoord.x + 5.0*u_time) + cos(0.2*gl_FragCoord.y + 5.0*u_time)); //float m = 0.5; gl_FragColor = vec4(mix(a, b, m), tex.a); }