uniform float tOffset; uniform float time[2]; const float twopi = 6.2828; const float range = 0.25; varying vec2 uv; void main() { uv = gl_MultiTexCoord0.xy; gl_Position = ftransform(); vec4 col = gl_Color * ((1.0 - range) + range * sin((time[0] + tOffset) * twopi) * cos((time[1] + tOffset) * twopi)); gl_FrontColor = col; gl_BackColor = col; }