out vec4 FragColor; uniform sampler2D uTexMain; in vec2 aUv; vec2 rand_hash22( vec2 p ) { vec3 p3 = fract(vec3(p.xyx) * 213.8976123); p3 += dot(p3, p3.yzx+19.19); return fract(vec2((p3.x + p3.y)*p3.z, (p3.x+p3.z)*p3.y)); } void main() { vec2 voffset = rand_hash22( aUv ); float bamt = abs(aUv.x-0.5)*2.0; bamt = pow(bamt,4.0)*0.05; FragColor = texture( uTexMain, aUv + voffset*bamt ); }