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ScreenPlay/ScreenPlayShader/shaders/wobble.frag

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#version 440
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D source;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
float amplitude;
float frequency;
float time;
} ubuf;
void main()
{
vec2 p = sin(ubuf.time + ubuf.frequency * qt_TexCoord0);
fragColor = texture(source, qt_TexCoord0 + ubuf.amplitude * vec2(p.y, -p.x)) * ubuf.qt_Opacity;
}