#version 330

uniform float uTime;
uniform sampler2D uTex0;

vec2 uRes = vec2(1920.0, 1080.0);

out vec4 Color;

void main ( void )
{
    float zoom;
    zoom = 1 + (uTime / 10.0);
    uRes = uRes / zoom;		

    vec2 p = (-uRes.xy + 2.0*gl_FragCoord.xy) / uRes.y;

    vec2 cst = vec2( cos(uTime), sin(uTime) );
    mat2 rot = (1.0 + 0.5*cst.x)*mat2(cst.x,-cst.y,cst.y,cst.x);

    vec3 col = texture2D( uTex0, (0.5 + (0.5 * p / zoom) ).xyz;
    Color = vec4( col, 1.0 )*abs(sin(uTime));
}