const WaveShaderMaterial = shaderMaterial( // uniforms { uTime: 0, uTexture: new THREE.Texture() }, // vertex glsl' varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); } ', // fragment glsl' precision mediump float; uniform float uTime; uniform sampler2D uTexture; varying vec2 vUv; void main() { vec3 texture = texture2D(uTexture, vUv).rgb; gl_FragColor = vec4(texture, 1.0); } ' ) extend({ WaveShaderMaterial })