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- #ifdef GL_ES
- precision mediump float;
- #else
- # define lowp
- # define mediump
- # define highp
- #endif // GL_ES
- uniform lowp float qt_Opacity;
- uniform highp float amplitude;
- uniform highp float frequency;
- uniform highp float time;
- uniform sampler2D source;
- varying highp vec2 qt_TexCoord0;
- void main()
- {
- highp vec2 p = sin(time + frequency * qt_TexCoord0);
- gl_FragColor = texture2D(source, qt_TexCoord0 + amplitude * vec2(p.y, -p.x)) * qt_Opacity;
- }
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