uniform sampler2D u_Tex0; varying vec2 v_TexCoord; varying float v_Time;
void main(){ vec4 c=texture2D(u_Tex0,v_TexCoord); float p=.5+.5*sin(v_Time*5.0+v_TexCoord.y*9.0); vec3 e=mix(vec3(.15,.5,1.0),vec3(.7,.1,1.0),p); c.rgb=mix(c.rgb,c.rgb*e*1.7,.5); if(c.a<.01)discard; gl_FragColor=c; }
