uniform sampler2D u_Tex0;
uniform float u_Time;
varying vec2 v_TexCoord;

vec2 tibiaDir = vec2(1.0, 1.0);
void main(void)
{
  vec2 dir = 0.5 - v_TexCoord;
  float dist = sqrt(dir.x * dir.x + dir.y * dir.y);
  float scale = 0.8 + dist * 0.5;
  vec4 color = texture2D(u_Tex0, -(dir * scale - 0.5));
  gl_FragColor = color;
}
