#version 450

#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable

layout (binding = 1) uniform sampler2D samplerColor;

layout (location = 0) in vec2 inUV;
layout (location = 1) in float time;

layout (location = 0) out vec4 outFragColor;

void main() 
{
  outFragColor = texture(samplerColor, inUV)-vec4(cos(inUV.y*10.0*time));
}