uniform lowp vec4 color; uniform mediump vec4 tweak; // x,y -> width, height; z -> intensity of ; varying mediump vec2 pos; void main(void) { lowp vec4 c = color; c.xyz += pow(max(sin(pos.x + pos.y), 0.0), 2.0) * tweak.z * 0.25; gl_FragColor = c; }