I am trying to rotate through a texture and use it for the alpha values for a water fountain water fall. Problem is I am having trouble controlling the animation of the uv cordinates using TIME. Here is what I have already for the fragment.
void fragment() {
float speed;
vec2 uvo;
uvo.x=(TIME*100.0*xspeed)/100.0;
uvo.y=(TIME*100.0*yspeed)/100.0;
float wateralpha=texture(noisealpha,UV+uvo).a;
ALBEDO=watercol;
//float wateralpha=1.0;
ALPHA=wateralpha*alphaadjust;
}