[LibGDX] Ported shader from ShaderToy.com not working

Hi!

I read lots of tutorials about shaders so I could port some sort of drug effect from shadertoy to my game.
This is the shader I am trying to port:
https://www.shadertoy.com/view/4l3GDN

This is the vertex shader I created myself, since ShaderToy don’t provide any:

#version 330 core

attribute vec4 a_position;
attribute vec4 a_color;
attribute vec2 a_texCoord;

uniform mat4 u_projTrans;
uniform vec3 iResolution;
uniform float iGlobalTime;
uniform vec4 iDate;

varying vec4 v_color;
varying vec2 v_texCoords;

void main()
{
    v_color = a_color;
    v_color.a = v_color.a * (256.0/255.0);
    v_texCoords = a_texCoord + 0;
    gl_Position =  u_projTrans * a_position;
}

The ported fragment shader:

#version 330 core

const float speed = .05;
const float icount = 300.;
const float size = .2;

in vec4 v_color;
in vec2 v_texCoords;
uniform vec4 iDate;
uniform vec3 iResolution;
uniform float iGlobalTime;

out vec4 fragColor;

void main() {
    vec2 res = vec2(min(iResolution.x, iResolution.y), max(iResolution.x, iResolution.y));

	vec2 uv = v_texCoords.xy /res.x;
    uv-=.5;

    if (res.x == iResolution.x) {
        uv.y -= .5*res.y / res.x-.5;
    } else {
        uv.x -= .5*res.y / res.x-.5;
    }

    float t = iGlobalTime * speed;

    for(float i =0.; i<2.*icount; i++) {
        if (i >= floor(icount * length(mod(uv, size) - size/2.))) {
            break;
        }
        uv *= mat2(cos(t), sin(t), -sin(t), cos(t));
    }

    float c=0.;
    if (uv.x * uv.y > 0.) {
        c=1.0;
    }

	fragColor = vec4(mod(iDate.w+1.-(2.*abs(uv)),1.5),c,1.);
}

This is in my game loop:

Date date = new Date();
drugShader.setUniformf("iResolution", screen.width, screen.height, 0);
drugShader.setUniformf("iGlobalTime", (float) getEngine().getTimeInSeconds());
drugShader.setUniformf("iDate", date.getYear(), date.getMonth(), date.getDay(), (int)getEngine().getTimeInSeconds());

batch.setShader(drugShader);
batch.draw(transparentImage, screen.width, screen.height);
batch.setShader(null);

I see no effect of the shader. transparentImage is image with dimension screen.width x screen.height with color 0,0,0,1 (BLACK).