#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif

#define PROCESSING_TEXTURE_SHADER

uniform float iGlobalTime;
uniform sampler2D texture;

varying vec4 vertColor;
varying vec4 vertTexCoord;

void main()
{
	vec4 coord = vertTexCoord;
	coord.x *= 1.0 + (abs(sin(iGlobalTime / 850.0)) / 50.0);
	coord.y *= 1.0 + (abs(cos(iGlobalTime / 750.0)) / 50.0);
	gl_FragColor = texture2D(texture, vec2(coord.xy));
}
