#version 440 layout(location = 0) in vec2 qt_TexCoord0; layout(location = 0) out vec4 fragColor; layout(binding = 1) uniform sampler2D source; layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; float qt_Opacity; float amplitude; float frequency; float time; } ubuf; void main() { vec2 p = sin(ubuf.time + ubuf.frequency * qt_TexCoord0); fragColor = texture(source, qt_TexCoord0 + ubuf.amplitude * vec2(p.y, -p.x)) * ubuf.qt_Opacity; }