precision highp float; uniform sampler2D uParticlesB; varying vec2 fUV; void main() { vec4 particleBData = texture2D(uParticlesB, fUV); particleBData.x -= (1.0 / 1024.0); if (particleBData.x < -0.5) { particleBData.x = 1.0; } gl_FragColor = particleBData; }