varying vec2 vMapCoord;
varying vec2 vTextureCoord;
varying vec4 vColor;
uniform vec2 scale;
uniform sampler2D uSampler;
uniform sampler2D mapSampler;
void main(void)
{
vec4 map = texture2D(mapSampler, vMapCoord);
map -= 0.5;
map.xy *= scale;
gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x + map.x, vTextureCoord.y + map.y));
}