水的效果

    vec2 texCoord = v_texCoord;
  	vec2 tc = texCoord.xy;
  	vec2 p = -1.0 + 1.0 * tc;
 	float len = length(p);
	vec2 uv = tc + (p/len)*cos(len*12.0-time*4.0)*0.003;
	vec3 col = texture2D(CC_Texture0,uv).xyz;
 	gl_FragColor = vec4(col,1.0);

你可能感兴趣的:(水的效果)