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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;
++ }