#VERTEX_SHADER uniform float dt; Vertex vert(Vertex v) { if(v.xy.x > 3) v.xy += vec2(100, 100) * sin(dt); return v; } #END_VERTEX_SHADER #FRAGMENT_SHADER uniform float dt; Color frag(Color col, Texture tex, Vertex v) { vec4 c = texel(tex, v.uv) * col; c.gb *= sin(dt); return c; } #END_FRAGMENT_SHADER