>
      <script type="x-shader/x-fragment">
        uniform sampler2D u_texture0;

        void main() {
          vec2 uv = gl_FragCoord.xy / u_resolution.xy;
          float distortion = sin(uv.y * 50.0 + u_time * 1.0) * 0.01;
          vec4 texture = texture2D(u_texture0, vec2(
            uv.x + distortion,
            uv.y - u_time * .05
          ));

          gl_FragColor = texture;
        }
      </script>
    </shader-doodle>
    <script>
      const text = 'L  O  R  E  M     I  P  S  U  M';
    