void sketch(in vec2 p, out vec4 oColor) { vec3 c = vec3(p * uResolution * 0.01, uTime * 0.001 * 0.25); float n = noise(c); vec4 s = texture(uTEXTURE, vUv - vec2(n)); oColor = vec4(vec3(n), 1.0); // oColor = s; }

Helps with GLSL live coding